Tested at X=20,000 with no issue Tested at X=500,000 with no issue Tested at X=1,000,000 issue occurs NOT A REGRESSION ...
Marking this as a Regression since it works as intended in Release 4.27.2 (CL-18319896). I've also confirmed the behavior is occurring in UE5 Main (CL-20283975) as well. ...
The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add: .UseSingleSampleShadowFromStationaryLights(Proxy->UseS ...
Undoing dragging trims doesn't undo the trim [Link Removed] ...
According to the official docs https://docs.unrealengine.com/4.27/en-US/WorkingWithAudio/Nativesoundfield/ an ambisonic submix can be rendered to Resonance or Oculus; however when doing so, while th ...
Normal variables with gameplay tag defaults will show up in the reference viewer.Other reference types used as a local variable default value will show up in the reference viewer correctly. ...
Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...
A crash occurs to the engine as when we when have unreal as a backgroud task, and we try to drag and drop a layer to another by selecting the layer visibility button. ...
When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...