Licensee reports that occluded vertices are picked in mesh paint when multiple meshes are selected.
Since we use line tracing + math to determine the target vertex in mesh paint mode, rather than hit proxies, the problem is probably something to do with the complex collision not being set on the foreground (occluding) object. Not immediately clear how we would solve this.
Video in the UDN ticket.
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the difference between Camera and CineCamera?
How can i modify the param name in EQS node
What controls of umg have mouse wheel events in UE4.27?
What properties of the progress bar can be used for drag and drop highlighting?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-169508 in the post.
0 |
Component | UE - LD & Modeling |
---|---|
Affects Versions | 5.0 |
Created | Nov 8, 2022 |
---|---|
Updated | Nov 22, 2022 |