Engine/Shaders/Private/Nanite/NaniteVertexFactory.ush:959LightMapCoordinateInput = GetTexCoord(Cluster, uint3(Verts[0].VertIndex, Verts[1].VertIndex, Verts[2].VertIndex), Barycentrics, LightMapUVInd ...
Many of the animation asset editors don't display static mesh attachments in the way that the anim sequence or anim bp editor do. This prevents users from previewing characters that are built from ...
The Light Function variant of the hit lighting miss shader is compiled as the Light Function material, so MATERIAL_IS_SUBSTRATE=1. This makes it read the ray hit surface from the payload incorrectly ...
FCameraShakePreviewer is an FGCObject that strongly references the UCameraShakeBase instances it previews, and creates them outered to the previewed UWorld. Nothing releases them on world teardown, ...
Note: This affects all versions from at least UE 5.3, including mainline latest. The "Animation" Editor Mode allows creating constraints for level actors. One of these, the "Parent" constraint, con ...
This is from the linked EPS case: ============================== When 5.0 first introduced TObjectPtr, the guidance was that it would compile down to raw pointer access in Shipping builds to ensu ...
A geometry collection with One Way Interaction Level set to 0 never breaks from its own collisions. It falls, lands, and stays intact no matter what it hits. Set the level to -1 (feature off) and ch ...
Geometry Collections (GC) built with "Use Root Proxies" rendering/transform positions ignore the original root node rotation and can lead to unexpected behaviors. If the root node of the GC was rot ...
A Proxy Table entry allows selecting Nested Chooser and creating an embedded Chooser Table. The new Chooser's name appears in the entry, but clicking Edit does not open it, preventing us from config ...
When using the Chaos Mover with resimulation enabled, standalone editor processes running as a client will crash around 80% of the time upon startup. ...