The viewport is shifted by the IVideoRecordingSystem::SetRecording call. This problem occurs in play standalone mode and packaged build running as window mode. (not occur in fullscreen mode) The vie ...
It seems as though enabling the DTLS handler component no longer functions on Xbox, and it's possible enabling this packet handler no longer works on other platforms as well. It may also be worth in ...
On a landscape actor with Nanite landscape enabled, set the bUseDynamicMaterialInstance property on a landscape proxy and setup a BP to call SetLandscapeMaterialTextureParameterValue / SetLandscape ...
A UDN licensee has pointed out that they are seeing unresolved Lumen reflection artifacts when they are running their game in split-screen mode. A video of this behavior is found in the Related tab ...
When turning on the Vertex Color option in the static mesh editor, the whole viewport turns white. ...
When importing an fbx file and using 'generate lightmap uvs', the light map coordinate index will not update correctly. Working properly in 4.19 CL# 4033788 Found in 4.20 CL# 4212847 and 4.21 CL# ...
In C++, arithmetic operators * and / have the same priority and therefore should be resolved left to right. In this case, * is being resolved first and / second. 1/128*128 and (1/128)*128 should p ...
We seem to be setting the InverseInertia to zero, even though the InverseMass is non-zero. FPBDJointUtilities::ConditionInverseMassAndInertia assumes that the inverse inertia is only zero if the in ...