The size scaling should use the current frame's velocity, so this should happen after forces and velocities are solved. ...
Animation Blueprints which contain a shared transition used to transition between two animation states will be marked as "dirty" every time the blueprint is compiled and re-opened. ...
The distance field materials do not work on a High Poly mesh. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 6063286, 4.23 CL# 6398642 ...
A UDistributionFloat property is reset to NULL when compiling a Blueprint sub-class of a C++ class that has a UDistributionFloat property. ...
Fails with 4.22 but works fine with 4.21 ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house AMD information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Contai ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house Nvidia information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Con ...
Reported by Square Enix on UDN, ...
Actors with large numbers of components cause long hitches during cooking. Here is a brief profile from Very Sleepy of the process while the editor was cooking: [Image Removed] ...
The old method doesn't work with private match invites as it doesn't have the right security permissions. It's still valid for dedicated servers. It also doesn't work properly with lobbies on VR eit ...