This seems to occur when FTimeline::Stop is called on the client but not on the server, as this will set bPlaying to false locally on the client. Because the value for bPlaying doesn't change on the ...
This is an issue with the sequencer model, it does not clear its bPopulated flag so doesn't allow for changing the frame-rate to a non-compatible (multiple/factor off FPS). ...
From user: Comparing UE, Arnold, Vray and MaterialXView that have MaterialX files imported, some materials of UE clearly look different from other renderers. Looking into this issue, we found that ...
If the return value of a trigger goes from ETriggerState::Ongoing to ETtriggerState::None, without returning a ETriggerState::Triggered, then there should be a "cancelled" event that is fired when E ...
Came out of [Link Removed] and is related to this one too I think that this is signaling that we need better solutions for input consumption in the engine honestly. This is a constant pain point ...
Rewind debugger sometimes behaves incorrectly during lod switches. Users have found this on a metahuman. ...
A material on a landscape with WPO will cause major ghosting, even if that WPO is a dynamic {0,0,0} ,such as from a black texture. ...
Some pixels at the edge between cascaded shadow maps and distance field shadows can be skipped by both, leading to unshadowed pixels. Licensee reports the bug happening in 5.3 as well. Test project ...
This only happens on a 5700XT, tested this on the 7900XT and the issue did not occur Initially reported on the Preview 1 forums: https://forums.unrealengine.com/t/unreal-engine-5-4-preview/1763516 ...
In the repro project the player camera has a post process material that slightly darkens the frame by subtracting 0.01 from the final color. When a camera animation based on a camera sequence is pla ...