Adding a reference to an external actor in the level blueprint causes the package for the actor to be put in the import table of the level. In some cases, the actor package can end up calling postlo ...
Custom expression additional outputs are considered (0,0,0) when connected to WPO. ...
After mesh painting on a BP Static Mesh Actor, and "Apply instance changes to Blueprint" the added virtual texture is removed with the log:LogTexture: Display: Building texture TwoD: /Game/FirstPers ...
The Editor crashes when applying a Material with a Distance Cull Fade node to a Decal Actor. Fatal error: [Link Removed] [Line: 730] Missing uniform buffer at slot 2, stage SF_Pixel. Please check ...
Upon saving the level after creating the landscape and painting visibility, the editor crashes. When you restart the editor and load the level, you are greeted with a warning in the upper right corn ...
As described in the steps to reproduce, when exporting a selected binding somwehere in a sequence hierarchy into usd, the export yields an empty result when using 'selection only' option. The export ...
Playing a Guides Groom Cache while Card Mesh LOD (Guide-Based) is active causes an assert in RunHairStrandsInterpolation_Cards when the renderer switches to Card LOD. Assert location:Plugins/Runtim ...
When using the Niagara Mesh Renderer with multiple mesh variants selected via MeshIndex, the number of TLAS instances allocated is NumParticles × NumMeshVariants and enabling the Path Tracer can ca ...
FRegisterComponentContext::Process() in ActorComponent.cpp iterates over SendRenderDynamicDataPrimitives and calls SendRenderDynamicData_Concurrent() on each. The existing guard checks ::IsValid(Pri ...
This issue is fallout from the changes in 33851494. Prior to that, we didn’t get the pop on beginning the sim. The problem appears to be that in USkeletalMeshComponent::PerformBlendPhysicsBones we ...