When Vertex Animated Texture is used to animate a mesh with World Position Offset, often the Max World Position Offset Displacement Material setting must be increased or the Bounds Scale increased, ...
[Link Removed] was fixed by CL 46990575, successfully avoiding an ensure condition inside FIntervalStructCustomization::SetValue() when its Property Node is no longer valid. However, the same proble ...
When the input to a Layered Blend Per Bone node is two instances of the same cached pose, we aren't sampling root motion correctly. In the attached example, the weight on the root bone is 0 and Ble ...
CriticalErrors in FWindowsErrorOutputDevice::Serialize (and other platforms) run some code after the error is detected rather than immediately terminating the process. Some of this other code is spe ...
Chaos Trailing Events not exposed to Blueprints and only accessible via Niagara Chaos DI. The licensee noticed that the Trailing event is not available to BPs. It's expected that the same data avail ...
SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...
We are seeing unexpected movement corrections sometimes when pushing one player character up against another character that isn't moving, or against other static primitives that have round features ...
During GC, if a file was manually deleted (but the storage system is still track), GC can erroneously fail (and never remove the reference). This causes a backup in GC, putting the whole algorithm i ...
CL23957356 changes how to calculate FrameOffset in FNiagaraSystemUpdateDesiredAgeExecutionToken::Execute(). After this change, DesiredAge + FrameOffset could be 0.0 for some a couple of initial fram ...
A crash occurs when using ray tracing with spline meshes preceded by the following ensure : Ensure condition failed: NumCPUVertices <= VertexBufferNumElements File: Engine\Source\Runtime\Renderer\ ...