From 8/17/16 Tools sync: This is probably also happening in Sequencer. Think Sequencer should just auto-set this flag. ----------------------------------- If a SkeletalMesh actor is placed beyond v ...
A regression introduced in UE 5.6 causes Blackboard key selectors in Blueprint tasks to become invalid when the Blueprint inherits from a native subclass of UBTTask_MoveTo (or UBTTask_BlackboardBase ...
Morph targets work! Yay! But found another issue. Basically import an fbx with multiple animated morph targets applied to it. The morph change shape over 1 frame and for some reason in 5.5.4, there' ...
When using mutliple monitors connected to a Mac the mouse behavior does not function well. Attempting to navigate and drag windows to and from individual displays proves difficult. The user reporti ...
Materials that make use of the analytical derivatives path to avoid hardware derivatives can still generate derivative operations on texture samples when the shading model has a custom data pin and ...
Found while messing around with a revamp of some of the Audio Stream cache tests. The map in this test is a WIP as I'm still just trying stuff out, but hit this assert 5/5 times.Assertion failed: Fo ...
When the function UDataTableFunctionLibrary::FillDataTableFromCSVString() is used from Editor Utility Blueprints or Python Scripts, and the contents of the affected Data Table are currently being vi ...
A child actor rotates incorrectly if the parent has negative scaling on one axis and more than 1.0 scaling on another. The child/parent relationship was created through the World Outliner. Licensee ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...
When setting up a scene with a persistent level and any sublevel that contains a landscape that is loaded via load stream level node in the level BP can cause the ILC to not be correctly assigned fo ...