Since 5.3 customers have been reporting flicker with water surfaces, demonstrating that in 5.2 this flicker is not present. [Link Removed] ...
Following code works as a workaround void FClusterUnionManager::HandleAddOperation(FClusterUnionIndex ClusterIndex, const TArray<FPBDRigidParticleHandle*>& Particles, bool bReleaseClustersFirst) ...
On EnhancedInputSubsystemInterface.cpp:1040, RebuildControlMappings has a check to preserve mappings for identical action key maps. In most cases, this appears to work correctly; however, in the cas ...
SAnalogSlider calculates FastestStepTime by multiplying the step size value by a constant, resulting in high numbers for larger step sizes. This gets lerped from 1 and used as the repeat time, resul ...
Deleting an actor that has soft references to it will not trigger a message box to confirm the deletion nor provide the list of other actors that reference it unless they are dirty. ...
As with shader compilation, some third-party plugins need to accumulate information about all UObjects cooked in a cook session, and write their data to a database at the end of the cook; the databa ...
It may occur that during loading screens, materials using material layers will load with GWhiteTexture before the real textures are ready. This seems to be because of a race condition due to PostLoa ...
Consider a Niagara System with an Emitter in "Global Space" that has "Interpolated Spawning" active and a "Spawn Burst Instantaneous" module with a "Spawn Time" of 0.0 (for example, the built-in Con ...
From licensee: The streaming bounds of an instantiated level instances are incorrect in the world partition editor. When the bounds are computed for a level instance during FLevelInstanceActorDe ...