It looks like the output of the debug pass is ignored, and the final output from the last frame before the pass was enabled is displayed instead. If the pass is modified to return a different textu ...
2 issues with SGameplayTagQueryEntryBox that a UDN customer noticed:We are binding a delegate to UGameplayTagsManager::OnGetCategoriesMetaFromPropertyHandle to customize how the categories are retri ...
Locking the mouse to a widget covered by a Retainerbox locks it in a different position in the standalone/packaging application than in PIE. This does not happen if RetainerBox is disabled and the ...
Renaming a NiagaraEmitter to a specific asset name changes it to an unspecified asset name. This happens only with NiagaraEmitter, not with other assets. ...
FHLSLMaterialTranslator::ParticlePosition does not return Previous information when request which can result in bad motion vector calculation. ...
This was disabled for clang a long time ago in CL 3019423 due to a codegen crash but seems like the bug is fixed now ...
This looks like it can be fixed with an early-out when the passed array of indices is empty. Log:[2024.01.03-16.38.36:091][291]LogOutputDevice: Warning: Script Stack (1 frames) : /Game/BP_Crashy.B ...
This appears to happen with both Virtual Shadow Maps and Cascaded Shadow Maps. ...