When Import a meshes then open the staticmesh editor and turn on the "Generate Lightmap UVs" in the Build Settings. Then hit apply button to genereate the Lightmaps. It will generate the Lightmap bu ...
When editing animation curves in sequencer, the animated object would update as the curves are changed/altered. Result: Would provide better/real time feedback to the animator. Improves Workflow: Th ...
If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...
Sequencer scripting creates all binding IDs in the root binding space, so when the bindings exist in sub sequences and shots, they will not resolve unless those are opened through the sequence that ...
When converting files from previous versions of Twinmotion to Twinmotion 2025.1, re-importing any existing imported geometry will cause the geometry to be re-imported with two-sided geometry disable ...
When we reimport our skeletal meshes with updated FBXs, the resulting skeletal mesh is scrambled up. See Scrambled.jpg attached. This does not affect every single reimport but happens randomly. W ...
Following the repro, a temporary copy of a BP Macro library is loaded into memory. When you right click to place a node, it incorrectly lists macros defined in this temporary library. They are fully ...
There is a bug inside Unreal Editor when selecting "Browse to Asset" for a Packed Level Actor. Right clicking the Packed Level Actor, all the asset options appear. If you click the "Browse to Asse ...
When using the PCG Duplicate Point node's "Direction Applied in Relative Space" option, this deletes or messes with the output metadata and, if connected to an output or using it's debug mode, will ...
While testing in KiteDemo - //UE4/Release-4.16 CL 3420042 in Binary – When the editor autosaved I noticed a warning occurred in the output log. – Issue occurs during any Save operation. User can use ...