When using GetRefBonePose() on a USkeletalMesh's RefSkeleton, the given location is incorrect if the SkeletalMesh has been changed from one to another where both meshes share the same skeleton. Als ...
Packaging a game to HTML5 disables the mouse and mouse over events on local host, which prevents any mouse functionality from working in a packaged project. ...
When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...
The texture streamer does not appear to take into consideration the size on screen of any BSP brushes, only static meshes. When a large brush, and a very small static mesh, both using the same textu ...
When the Content/Pak file is outside of the Saved Folder, it'll crash with an internationalization error. But when the Content/Pak file is inside of the Saved folder, there is not a crash. ...
A particle emitter with GPU sprites on certain settings will shake violently as they collide with the ground. This requires there to be a strong Const Acceleration module and Collision with low resi ...
I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...
Hear events are never fired while See events are fired. They are mutually exclusive, with See events taking priority if both happen. ...
Pooled memory will not be reclaimed from emitters with disabled LODs if Disabled LODs Keep Emitter Alive is checked. ...
Black flickering on Mesh particles when set to a non-default Facing Mode or using Orient Mesh to Vector and when using Particle Position in the Material's World Position Offset ...