Notifies that are placed on animations referenced by montages aren't triggered when using the UAnimSingleNodeInstance to play back the montage. This is because - unlike on UAnimComposite - there is ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
Hello, We're encountering a fatal error when trying to set up a project in Horde using the AutoSdk: Fatal error: EpicGames.Perforce.PerforceException: Unable to parse view map entry: " ...
Spot Lights may present with very blocky shadow artefacts when a long attentuation radius is provided with a small cone angle. In extreme cases, this causes the VSMs to invalidate every frame. Notab ...
Bink MediaTextureResource assets cause a graphics API crash, due to a missing UAV flag. The Licensee has proposed a fix to add the TexCreate_UAV flag. ...
The evaluate chooser node generates input pin names based on the parameter class / struct names. When that class or struct's name is changed, the pin doesn't update to account for that and so we si ...
In the skeletal mesh serialize method, we rebuild the ref skeleton for the mesh via this call:GetRefSkeleton().RebuildRefSkeleton(GetSkeleton(), bRebuildNameMap); So there's a dependency on the ske ...
The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once ...
When adding replicated subobjects to the registered subobjects list, you can set replication conditions to control how the subobject is considered for replication. Without Iris enabled, a COND_Initi ...
Trying to use the Evaluate Chooser node in the All Results mode with a chooser table that returns the Subclass Of type results in a compilation error ("Array of Actor Object References is not compat ...