When importing an animation using the same import settings as the imported skeletal mesh it is meant for part of the mesh is rotated 90 degrees around the root. The files that were used to verify th ...
It appears that the Anim Instance class is no longer accessible. As a result, no animation blueprints made are accessible via blueprints - regardless of whether or not the skeletal mesh actually use ...
When using Capsule Indirect Shadows for Skeletal meshes who have their ILCQ set to Volume, and loading a SubLevel with it's actors not within the current camera's view, the indirect lighting is blac ...
The GetAssetRegistry blueprint node only produces the asset data for the Material class and its subclasses. It completely ignores the asset data for Actor, derived Actor class Blueprints, and the su ...
Running a packaged game with DX12 will crash on launch every second start and after. If you delete the files with the .ushaderprecache extension that are in the ProjectName/Saved folder the exe star ...
Packaging that involves a comilation process in the Binary editor causes custom Windows icons to be ignored in packaged games. This could either be seen in a Code project or in a Blueprint Only proj ...
UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate) ...
If a BP actor containing textured static meshes starts with a small transform scale, when scaled up, the texture streamer fails to load in the higher mips and the texture looks blurry. Working as e ...
This bug doesn't occur in 4.21. The issue is at line 157 in ProceduralMeshComponentDetails.cpp . When the procedural mesh has a material the crash doesn't occur. File location: Runtime/ProceduralMe ...
Color set by Vector Parameters in a material differs in preview from color obtained in retainer box. Obtained color does not match either sRGB or Linear values of color visible in material preview. ...