When a collision enabled RBAN node attempts to collect surrounding meshes, if there is a mesh with UseComplexAsSimple, it will hit the Ensure when cloning a mesh on the task graph thread. Disabling ...
Runtime-generated components stored in ObjectPtr with VisibleAnywhere are displayed in the details panel, but not for arrays. Applying the following workaround, components can be visible even in ar ...
If you use the same AnimSequence in multiple SequencePlayers in Base AnimBP and replace asset of one of SequencePlayers by AssetOverride in Child AnimBP, the result will be reflected in the other Se ...
This is not a regression. Tested in //UE4/Release-4.27 CL#18319896 Movie Render Queue Deferred Lighting(Detail Lighting) appears to only output Lighting Only. ...
If using VT_CurlNoise texture in the Volumetrics plugin, it will output a DDC cache miss every time when launch Editor. ...
From a user: We are having some issues with blend masks and compatible skeletons. We have skeleton A as the base and skeleton B as a compatible skeleton. They both share a similar hierarchy (altho ...
This is a regression. Tested in //UE4/Release-4.27 CL18319896 Add World Rotation applied to a Static Mesh simulating physics behaves erratically. ...
Collapsed blueprint nodes that are copied and pasted into a function graph of a Widget will cause a fatal error when the blueprint compiles, as seen in the callstack, and will provide the message: " ...