The scale of the component does not reach negative values like the instance of the object. However, the user is able to enter a negative number and the object correctly reflects that entered number. ...
libtinfo.so.5 => /lib/x86_64-linux-gnu/libtinfo.so.5 (0x00007fc27cf4d000) bschaefer@bschaefer-Precision-T7600:bin$ ldd ./clang linux-vdso.so.1 => (0x00007ffceefe3000) libpthread.so.0 => /lib/ ...
It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...
Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...
Dynamic Light placed inside of a Dynamic Static Mesh doesn't pass through the geometry. The static mesh is not double-sided. User Description: It appears that in Unreal 4.16 one loses the ability ...
Repro Rate 15/25 Regression set to Yes as this was not found on //UE5/Release-5.2 CL 26001984 Binary Building Nanite with a Landscape that has a material including Landscape Visibility Mask still ...
MeshVertex has been converted by component transform before being converted by instance transform. It is ( Vertex * ComponentTransform ) * InstanceTransform. I thought it has to be converted by (Ve ...
In the Material Editor, if all Live Previews are turned off, copying and pasting a Material Layer Blend Node will crash when the tool tip is being processed. Also Reproduced in Main Promotable-CL-2 ...
FCDODiffControl doesn't properly account for lists of differing size. The issues are marked in the following code:int IterOld = 0; int IterNew = 0; while (IterOld != OldProperties.Num() || IterNew ...
When a SkeletalMeshComponent is restarted by calling in order of SetSimulatePhysics and SetComponentTickEnabled, the TickComponent and EndPhysicsTick are executed simultaneously. As a result, the ...