If the GeometryCollectionActor (GCA) is simulating physics, calling SetSimulatePhysics(false) does not stop the simulation. If the simulation is paused, calling SetSimulatePhysics(true) does as expe ...
This issue was reported through a UDN. Licensee mentioned that they are seeing a hole in their Nanite mesh at as they move away from it. Using the Nanite debug view we observe at a certain distance ...
The ResavePackages commandlet can be used to batch resave assets. The ResaveClass and IncludeChildClasses options let one resave all assets of a specific parent class. The problem is that blueprint ...
When a Niagara System is placed at around 10^8 units away from the origin, the movements of the mesh particles aren't smooth as expected, but jumpy. These particles behave as if they are using a flo ...
Texture Collections can contain virtual textures. There is no way to inform TextureObjectFromCollection that the texture is virtual, only that it is a Texture2D. This texture object is then sampled ...
Currently, the ShowStats viewport option is automatically enabled when entering PIE and automatically disabled when exiting PIE. This forced disabling happens even if the option was enabled prior to ...
Context CharacterMovementComponent can be set in the NavWalking mode so that on the server the characters move using the navigation mesh as floor. This helps performance when the nav mesh is more c ...
When reparenting blueprints and both the old and new parent blueprint contain a subobject but with different values on it, the reparented blueprint doesn't correctly inherit values from the new pare ...
Fix deadlock when skeletal mesh component is shown in the detail panel with physics body section category open and the skeletalmesh is re-importing or doing any other asyc task that need the game th ...
If you import a model containing multiple mesh using the same bones but with different bind pose, the time zero skin result will be wrong. ...