The build system supports many types of flags that can be enabled in game-specific Target.cs files to enable things like logging in shipping, target-specific overrides like custom config, or enablin ...
If changing the material during PIE, the content of the material will be reflected immediately, but the physics material will not. Once the Mesh (Complex Collision Mesh) is cleared and reset, it wil ...
It appears that networking insights data is not being gathered when a delay capture is started with the "trace.send" or "trace.start" command. If we were starting from the application startup time w ...
Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...
Static meshes lose their static mesh reference when alt-dragged in viewport. This only occurs if the mesh is located in a filepath containing square brackets ( [] ) within the filepath name. Additio ...
Changing between multiple Streams that are contained within an array does not work. ...
Creating a material with World Position Offset and enabling "Bake Material Position Offset Into Collision" causes the landscape to have no collision. Disabling this feature causes collision to come ...
A scaled sprite does not appear to consistently maintain its collision for characters near its edges. I'm not certain whether this has anything to do with the character being in a fall state, but th ...