When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...
Character velocity is registered while walking against physics objects and vehicles User description: I'm trying to rely on velocity to know when an actor is moving so that i can stop the walking ...
Subsequent packaging attempts when Generate Chunks, Blueprint Nativization, Full Rebuild, and For Distribution are enabled will fail. The error that appears states that the AutomationTool log file i ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
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 ...
Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...
Error on some Niagara emitters using the WindForce module: LogNiagaraEditor: Error: Invalid input type found while attempting initialize new rapid iteration parameters. Function Node: /Game/FX/Expl ...
This is a regression since 5.5 with skeletal meshes where morph target normal/tangent deformation only works when a mesh is imported as a LOD of an existing skeletal mesh, but not when imported as L ...
The issue was reproduced when building a minimap for an open world level with no Actors with "Is Spatially Loaded" enabled. Placing additional Actors with "Is Spatially Loaded" enabled in the level ...
ChaosCacheManager (CCM) is not reproducing Collision events the second time (and onwards) we record a Geometry Collection (GC) breaking session. Particles set to track Collision Events correctly fol ...