Client has a workflow issue with the reimport pipeline: UStaticMesh::bSupportPhysicalMaterialMasks should be copied over to UBodySetup::bSupportUVsAndFaceRemap before it takes effect for raycasts, ...
When connecting to the server, if the client activates some local cells while the connection is still pending, ULevelStreaming::IsConcernedByNetVisibilityTransactionAck will return false. In this ca ...
Currently, we detect whether an anim instance is supported by the skeletal mesh and, if it isn't, unreference the instance, but we don't error or warn the user that this happened. This leads to conf ...
An unusual interaction has been found when using automatic navlink generation combined with Dynamic Modifiers Only navmesh generation. When an nav area is modified in a tile that contains an automat ...
StaticMeshComponentPropertyOverride only takes effect when the flag ExecuteOnTheGPU is off. All error checking for StaticMeshComponentPropertyOverride turns off when the flag ExecuteOnTheGPU is off ...
Additional Post Process renders always have a black alpha channel ...
Issue 1: Convex Collision Transformation Missing for External Collision Sources Issue 2: Convex CCD Stability Issues due to Plane Intersection Semantics See attached URL for more details. ...
We have encounter an issue in the Chooser when we setup output object column for soft reference object ptr (an optional montage object). It is working correctly when the montage is loaded. But befor ...
The deadlock occurs when attempting to cancel compression during animation sequence destruction. The compression thread ends up deadlocking with the game thread, which is the one requesting the canc ...
The cursor position is no longer updated during drag and drop, so drag-over events cannot respond correctly. Commenting out the following code in WindowsCursor.cpp works as a workaround ( the behavi ...