Information loss when merging actors such as cast shadow and collision. If one of the actors being merged has a different setting such as not casting shadows. This information will be lost and replaced with a new setting that affects the merged actor as a whole.
Expected: The cast shadow information would be retained and only part of the mesh would cast a shadow or that the option for both pieces would be available to turn on and off
Result: The new mesh can only cast shadows as a whole or not at all
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
How does TextureRenderTarget2D get TArray<uint8> type data?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43309 in the post.
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Component | OLD - Anim |
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Affects Versions | 4.15.1 |
Target Fix | 4.17 |
Fix Commit | 3471235 |
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Main Commit | 3502661 |
Created | Mar 24, 2017 |
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Resolved | Jun 2, 2017 |
Updated | Apr 27, 2018 |