Objects far outside of the Lumen Scene don't temporally accumulate screen traces, leading to heavy flickering. It appears that the temporal reprojection is failing when comparing the depth in "Scree ...
It seems that the FConsoleVariableDelegate used with CVars in AnimationBudgetAllocatorCVars.cpp does not get called when values get set initially from ini (e.g. DefaultEngine.ini) so dependent value ...
The deploy device selected in project launcher custom profile does not get saved. After restarting the editor, all selections are cleared, and have to be re-selected in the deploy device every time. ...
See UDN for more info: https://udn.unrealengine.com/s/question/0D5QP00000MfU8l0AF/uanimnotifynotify-is-called-twice-for-the-same-notify-on-server-in-a-multiplayer-game ...
Validation fail ...
This is a sRGB color space issue. Potential solution: Use regular texture import instead of FImageUtils::ImportFileAsTexture2D in ThumbnailGenerator::GenerateThumbnailFromFile ...
The CVar "r.Shadow.Virtual.Cache.DrawInvalidatingBounds" referenced in the official 5.4 documentation for virtual shadow maps, no longer shows any bounds as the underlying code seem to be removed in ...
Unless a property is set to REPNOTIFY_Always, we compare the property's received value to the current value on the client before calling the OnRep function. However, when determining if a fast array ...