When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...
Material Base Pass Instruction Count will change from a value established when plugging in components pre-compile to a higher value on post compile, but when the material is reopened the count rever ...
When an array is used to declare actor components, the component elements that make up the array cannot be edited inside blueprints. ...
From a Draw Material Triangle you cannot use a Material calling vertex color and the provided Vertex Color Pins to yield color on the HUD drawn triangle. It will always appear White. [Image Remove ...
In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...
User comments in crash group:Enabled Flat Tesselation on a Terrain Material.I saved the material. 1628 if (HasTessellationEnabled) 1629 { 1630 ***** UMaterialInstance* NonTess ...
This will only repro when connected to source control ...
The -createchunkinstall option is used to separate out chunk>0 CDN/patch data from the main packaged app, but when using it with the IOStore enabled, only the pak files are separated out but not the ...
While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...