Hi Sevan, I think we are having a bug: When using our calibration format “vwf” the image is slightly misaligned. Same calibration exported MPCDIv2 works good in UE. So it seems to be some issue ...
Using AddTorque to apply a rotation to a skeletal mesh does not always provide the expected results if a fixed time step is being used. When doing this to the Owen character in the Content Examples ...
A duplicated component in the blueprint editor is invisible and the pivot stays at 0,0,0 until compiled User Description: Since 4.8 if I duplicate a child actor component in the viewport the dupli ...
Reported on the dev forum, drag-drop widget is broken in the 5.1 Preview.https://forums.unrealengine.com/t/unreal-engine-5-1-preview/662523/221 Anyone else having problems with UUserWidget::SetPosi ...
Shadow casting is still considered when the lighting intensity has been set to 0. This is a regression in performance from 4.12.5 where a lights intensity that was set to 0 would not be considered ...
Actors destroyed are set to 0,0,0 for one frame, which causes collision temporarily before they are completely removed. This only occurs on objects that are attached to a component using the attach ...
Rapidly changing the End Time on an asset that has TotalSamples=0.0 in the WaveFormEditor cases the editor to crash. Work around is to reimport the asset, which will restore that value. The crash hi ...
If this is just a display issue, it's still fairly significant because a tolerance of 0 and anything else are very different. I have not confirmed if it's only display or if the comparison is actual ...
The FVector::Normalize function states in its comment that if given a vector that is too small to be normalized, it will set it to 0,0,0 and return false. The function only returns false and does no ...
Chris found a bug where if you set Multi, ETC2 and PVRTC will select ES3.0 as minimum texture instead of ES 2.0 ...