Quote from the licensee (FbxSkeletalMeshImport.cpp inside "// merge bones to the selected skeleton"): this happens because in UnFbx::FFbxImporter::SetupAnimationDataFromMesh, the function FindFBXMe ...
Scaling for Cascade changes when different particle effects become docked or un-docked to different windows. Drag and drop functionality is also skewed, as the module moves further than your mouse d ...
Flickering or shifted color will be seen in the Right Eye. User reports that moving the nodes from the material function to the base graph resolves the issue. Confirmed in 4.23 MAIN branch @ CL 6 ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
IsValidOnMaster/IsValidOnShot need to be BlueprintNativeEvents with a default C++ implementation and allow derived classes to override the function. This is needed so that you can create custom set ...
In the new implementation UAssetDefinition to define the actions for asset we found that it isn't possible to delete or hide actions from parent classes due to the ToolMenu system works with delegat ...
Calling ConditionalBeginDestroy on an ActorComponent (instead of DestroyComponent) can lead to a crash due to the object not being correctly unregistered. BeginDestroy doesn't unregister tick funct ...
The console command "EnableGDT" will bring up the GDT menu, however no information will be updated. The screen gains the menus for GDT however no functionality seems to exist. Workaround: press ' ...
Mouse appears outside of viewport window when cursor is dragged off of editor window while UDK is open. This occurs even if UDk is minimized. Note: Cursor will appear outside of editor window but a ...
After cooking, If user installs same project which contains drawing material via DrawTile function in HUD, is not displayed in es2, with MobileHDR off (verified on android device) DrawTile script i ...