This behaviour was working correctly in version 5.3. This issue happens inside an InputMappingContext DataAsset from the EnhancedInput system. We need at least two mappings entries. One of the entri ...
While Niagara Fluids Plugin is active it creates a memory reference of any saved level regardless of being actually used. Simply enabling the plugin shows a memory reference while deleting the level ...
Triggering an actor component recompilation resets all the variables to the default state on spawned actors in the level. Users can unintentionally lose property settings on placed actors in a worl ...
When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...
DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...
During async loading from an AsyncLoading thread, DecalComponent attempts to precache PSOs which can trigger a checkf in StrongObjectPtr.h which are only allowed to be created on a game thread. ...
Data: [Link Removed] I also tested other E57 files, and they were possible to import. This one is from RTC360. [Image Removed] ...
When ray-traced shadows are enabled, the shadow for a completely translucent mesh appears when the LOD changes based on distance. ...
The bandwidth on the biquad loepass filter is cutting frequencies well below 20kHz when the bandwidth is 1.0. Slack convo: [Link Removed] Visualization:[Image Removed] ...
Changes to the hit test grid of an invalidation panel while caching is disabled won't be respected when caching is reenabled. This can cause interactive widgets such as buttons who were set to colla ...