When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...
When blueprints are compiled, instances of those blueprints have their attachments detached and then reattached. Reattachments always occur on the RootComponent regardless of which component they we ...
Different Load Orders affect Shadows on Foliage & HISM Discovered during verification of [Link Removed] Also created a Blueprint actor with a HISM and duplicated it three times and changed the mob ...
Lighting will build indefinitely in certain circumstances and can be verified in Swarm Agent that it will continue to process the maps even though the log shows it has completed. This is happening i ...
Lighting will build indefinitely in certain circumstances and can be verified in Swarm Agent that it will continue to process the maps even though the log shows it has completed. This is happening i ...
When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...
Getting a blackboard value as int and then attempting to increment it does not actually increment the value. Upon attempting to increment a value that started at 0, the editor continued to print out ...
Linked Asset trees do not transition correctly to Tree Succeeded if using an On Tick transition. The Debugger shows that the transition is triggered repeatedly but no state change occurs. Instead, t ...
User reported: when playing an AnimMontage via GameplayAbility with the PlayMontageAndWait ability task that has a custom value for AnimRootMotionTranslationScale, (dedicated) servers can apply an i ...
Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...