FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData. When calling ApplyToComponent() the SceneComponentInstanceData version will be c ...
GetClosestPointonCollision returns point on parent instead of welded child. From user: "The problem appears to be in PhysicsInterfacePhysX.cpp in GetSquaredDistanceToBody, line 2873. When UPrimit ...
When a user launches content examples with -vulkan tessellation will not be working. Everything tessellated will appear as if it has no tessellation. This issue is also occurring in 4.18 ...
STAT_VolumetricLightmapBuildData isn't counted correctly. It seems that the root cause is Volume.IndirectionTexture.DataSize is set to 0 before STAT_VolumetricLightmapBuildData is decreased.// Prec ...
When rendering runtime virtual texture pages without throttling (when r.VT.MaxUploadsPerFrame is high or during Movie RenderQueue captures) the number of FRDGBuffers allocated by the Render Graph Bu ...
From Licensee: The bug comes from the call of the function `FoliagePartitioningUtils::Update` in the method `AInstancedFoliageActor::MoveInstancesForMovedComponent`. When the function `FoliageParti ...
When adding/removing pins on a Switch on Gameplay Tag Container node, it can cause a crash. There are multiple ways to get this to happen when deleting pins, the order given in the reproduction step ...
Haptic effect for Oculus touch does not last longer than around 2 seconds even when set to a longer time. ...
Deferred decal does not appear if GTAO is enabled. ...