Following code works as a workaround void FClusterUnionManager::HandleAddOperation(FClusterUnionIndex ClusterIndex, const TArray<FPBDRigidParticleHandle*>& Particles, bool bReleaseClustersFirst) ...
The FLinearColor implementation for FVulkanDynamicRHI is incorrect. FLinearColor stores 32 bit floats in linear space, while FColor stores 8 bit integers encoded with sRGB applied. The implementatio ...
When switching the Camera's Exposure Metering Mode from Histogram to Manual, there is a single-frame flash. The Licensee has a proposed code change that would fix this issue. Also found in 5.4, CL 3 ...
An editor crash can be observed when copy-pasting an actor with an actor component with an instanced object property when set to a non-default value. Detailed steps to reproduce are provided below. ...
GetRelevantAnimTime family of transition don't work with state aliases ...
It seems that local variable creation in control rig isn't following the pattern with regular control rig variables (and general blueprint variables) where the last created and/or edited variable ty ...
If an attempt to spawn an actor is made before the Level Editor Viewport is fully initialized (i.e. before it has had a chance to get rendered at least once), and that actor has no specific Factory ...
From a UDN Customer. When switching a control rig's access specifier from public to private and vice versa, the options of the combo box does not hide after the selection, it stays open until you p ...
Result : while displaying the Nanite version of the landscape, the paint layers behave erratically (see video : [Link Removed]) If rebuilding the Nanite data, the bug gets fixed until the user sta ...