Hi, I also ran into an issue when exporting a skeletal mesh that has multiple sections that all share the same material slot. It looks like the index buffer that's constructed is incorrect. In GLTF ...
Soft angular constraints are solving velocity like hard constraints. Instead of swinging back and forth, the affected body just snaps to 45 degrees. Check the steps to reproduce for more details. Th ...
View Frustum and Occlusion culling do not appear to work for Planar Reflections though the stats in PIE seems to indicate otherwise. I've attached two gifs showing View Frustum and Occlusion chec ...
Using the Execute Console Command 'r.SetRes 1920x1080f' directly with an Event BeginPlay node within blueprints, any Stationary/Movable Skylighting information is no longer visible. A simple workar ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...
This is an infrequent crash coming out of the 4.17 release. User DescriptionsNICE PIN FIX NOW I CANT ADD VARIABLES NORMALLY Source Context 612 void UEdGraphPin::SerializeAsOwningNode(FArch ...
Creating a material with "Absolute World Position" node plugged into the "World Position Offset" input of the base Material node results in flickering in the preview window of the material editor. ...
There is an issue where you cannot specify a specific location for a windowed packaged game when using a command line to open the project, the project will move to that position for a brief moment b ...
If a client hitches while a server performs a seamless travel, the client will get multiple lines of logspam of these warnings:Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/ ...
Following code fixes this issue in FQuadricSkeletalMeshReduction::ReduceSkeletalMesh Section.ChunkedParentSectionIndex = bIsChunkedSection ? CurrentParentSectionIndex : INDEX_NONE; // ...