[Link Removed] I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...
Hit handled ensure when dragging the slider in Morph Target PreviewLogOutputDevice: Error: Ensure condition failed: DynamicData->MorphTargetWeights.Num() == LODModel.MorphTargetVertexInfoBuffers.Get ...
Nanite::BuildShadingCommands() launches two asynchronous tasks: ShadingCommands.SetupTask ShadingCommands.BuildCommandsTask BuildCommandsTask is responsible for modifying ShadingCommands.Commands ...
Constraints (UTickableConstraint) are usually created throuh the "Animation" tab available in the Editor's "Animation Mode". When created through that interface while Sequencer is open, the internal ...
When the RHI thread is enabled (with or without parallel-execution) for Metal it isn't currently possible to run "profilegpu" because the GPU timestamp emulation code isn't multi-thread safe and pro ...
When we have Vectors in BP with Show 3D Widget enabled, the Transform Widget would always snap back to the Actor after we move the 3D Widget in-world. [Link Removed] Removing the _DaySequenceActor ...
Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
Sometimes manual recompile is required to make a blueprint actually recompile data-only changes, but not always. If the last manual compile was with default values, then changes are not updated. If ...
When playing in non-single player game in the editor (either set # players or check dedicated server checkbox), the editor will crash when the play session ends. Regression: Yes - editor does not c ...