When audio sections have delegates bound to things like SetOnAudioFinished and that audio section ends up being played through a recycled audio component inside UMovieSceneAudioSystem, the delegates ...
When a GameplayAbility is ended from within a child AbilityTask, the AbilityTask is not cleaned up correctly. As a result, even though the GameplayAbility is no longer active, the AbilityTask contin ...
When an additive transform track is locked, pressing the “S” key does not add a new key to the sequence. No key is added to either the additive track or the base transform track. What the user expe ...
If there are multiple cameras in the Sequencer camera track, everything works correctly when the Temporal Sample Count for anti-aliasing is set to 1. However, when it is set to 3, the following erro ...
Using MobileHDR on an actual MetaQuest device (MQ3 tested) causes an intermittent hang/deadlock in the splash screen. This hang in the splash screen seem to happen maybe 1 in 5 times. The first ti ...
A hard shadow edge occurs when displacement fade is enabled on a Nanite landscape with tessellation. This occurs on the edge between two clipmap levels of the VSM. The artefact can be somewhat red ...
If a mesh is exported from the engine, reimported as a new skeleton and mesh, and then marked as a compatible skeleton. Animation will have slightly different rotations playing on the skeleton. ...
When a skeletal mesh has a deformer present and then nanite support is enabled and applied. (the deformer in question was hsasset://DeformerGraph/Deformers/DG_LinearBlendSkin_Morph_Cloth_RecomputeNo ...
When a slider is in RTL flow direction, and thus its position is changed, the handle is not drawn at the correct position during mouse drag. Instead, the handle draws as if the slider was not moved ...