FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData. When calling ApplyToComponent() the SceneComponentInstanceData version will be c ...
When using a modular control rig and baking to a control rig directly from an anim sequence, some parts do not bake correctly. ...
In FMeshBoneReduction::ReduceBoneCounts we are calling InvalidateDeriveDataCacheGUID. If a user has specified bones in the Bones To Remove array for the mesh LOD, this will invalidate the guid. Th ...
When doing a static mesh to skeletal mesh conversion where the source object is an OBJ, if recompute normals or tangents is on, then the resulting normals and tangents will be broken. ...
Licensee is reporting a crash when they are calling SetSkinWeightProfile. ...
Constraint Actor to Rig with Editor Utility Widget is working for the first time adding to the Sequencer. However if it was deleted and added to Sequencer again, run Scripted Actor Action shows Err ...
Performance decreases quite a bit on characters with large number of morph targets, as soon as even one target is active. ...