When animating the split fraction of a splitscreen experience, TSR causes an significant increase in UAV memory. In PIX, this appears to be caused by TSR allocating the history multiple times when ...
Context: GameUserSettings stores user settings for a game, for example graphics and sound settings. The Scalability settings provide a way for to adjust the quality of various features in order to m ...
When using the an underscore in the front of a name no longer works for sorting in 4.7 and later. In 4.6 and prior if you added an underscore to the front of the name it would sort to the top of the ...
Any material that already exists in 4.11p1, with tessellation enabled, causes assigned geometry to disappear. Any material created within 4.11p1, with tessellation enabled and a base color, causes t ...
Set tracking origin has a 90 degree offset between Floor and Eye level. When switching the Setting for the Set Tracking Origin Node from Floor level to Eye level, there appears to be a 90 degree dif ...
If you point to a character or text data type and log it into the Device output log, the variable will not appear in the output. However, any other data type will appear. ( float, int, etc.). Found ...
Expectation: It's known it has different lighting interpolations method and quality for VLM on PCvsMobile; but Indirect lighting from VLM should provide similar lighting Direction on PC&Mobile. ...
The PositionBaryCoordsAndDist, NormalBaryCoordsAndDist, and TangentBaryCoordsAndDist data that all contain the vertex distance information to the simulated triangle in the cloth shader doesn't scale ...
As per the steps to reproduce, copy-pasting light actors from a world outliner into a blueprint's component hierarchy in the blueprint editor will result in the expected light component not to show ...
If a user has an actor that is simulating physics during simulation of play in the editor and they then change the value of a variable trough the details panel below the world outliner then the acto ...