Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions. ...
Non-instanced object ref properties are incorrectly being skipped at property initialization time when Blueprint class instances are spawned with the fast property initialization path enabled. This ...
The pawn character is added to APlayerController::GetSeamlessTravelActorList, so it'll be persisted during server travel. The Niagara component is spawned during BeginPlay and activated manually. W ...
When using VirtualHeightfieldMesh we see intermittent crashes in FDepthPassMeshProcessor::TryAddMeshBatch(). This can happen when FVirtualTextureProducerCollection::CallPendingCallbacks() is called ...
Console history is saved correctly in 5.1. The cause is input.ini in EnhancedInput and InputDebugging added in 5.2. Removing these files are a work around. ...
The user has a proposed fix for this in the case. FMaterialResource::IsDualBlendingEnabled needs the following modification that includes MaterialInstance check: bool bMaterialRequestsDualSourceBle ...
See linked UDN for details: [Link Removed] ...
Rotation gesture input breaks on android. Not checked on ios/pc ...