Currently we build what source curves we are going to remap is done inside of: FIKRetargetCurveRemapOp::AnimGraphPreUpdateMainThread But in our ikretarget processor code we skip calling that functi ...
On an NVIDIA GPU, Instanced Static Meshes can flicker when a Groom card or mesh LOD is visible. This appears related to an issue rendering the ISM into the Scene Depth. At the end of the Prepass, t ...
When shadersymbols are requested, cooking shaders writes the symbol files into {Project} /Saved/ShaderSymbols/<PlatformName>. These symbols are written by the function FShaderSymbolExport::Write ...
When a project is run with these settings in a template project, untracked virtual memory increases. Cvars r.GBufferFormat 3 r.Lumen.TraceMeshSDFs 1 r.Lumen.TranslucencyReflections.FrontLayer.Enab ...
The BLAS for Skeletal Meshes that don't move, or tick get updated every frame even if the animation and skin cache aren't updated. This adds over 1ms to update time. The only exception is if the sk ...
Context When selecting a component on an actor, any CallInEditor functions on the component's class appear as buttons in the details panel. Problem The CallInEditor functions don't execute in Blu ...
When using other language(such as Chinese) as editor language, the Group Name of the Animation Interface will be localized to Chinese. In editor, the animation blueprint grab the group from metadata ...
There is a risk of actor components registering with the wrong world when reconstructed from UWorldPartition::ApplyRuntimeCellsTransformerStack. The repro case is arguably a bad usage, but it was th ...
Context: Continuous Collision Detection (CCD) is being used on a Chaos Vehicle to avoid tunneling issues with certain surfaces as it prevents any missed collisions between fast moving particles and ...
StateTree appears to keep an incorrect reference to the event from the source tree rather than re-establishing the property binding to the new tree's event. This happens when copy/paste of the state ...