The CharacterMovementComponent simulates the position of a jumping/falling character inside function UCharacterMovementComponent::PhysFalling() [CharacterMovementComponent.cpp:4381]. On the main cod ...
Currently there's no validation within the animation attribute container that bone ids are valid. This means that client/game code can add attributes with invalid bone ids into the container and th ...
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 ...