FKConvexElem::CalcAABB was ignoring the elements currently defined transform, and only scaling. This means that any actor that has a transform (not just Merge Actors) could potentially have very dis ...
When adding a niagara system that reproduces a skeletal mesh and a skeletal mesh as components to a blueprint, the niagara system immediately updates its skeletal mesh to the most recently updated s ...
The user has come across various issues with using nested blueprint structs within a data table. The first issue relates to changing a variable in a child struct and setting it back then saving, cau ...
The project was built in Unreal 4.27.2 binary from the Epic Games Launcher. At this stage we have only observed the crash on devices with a hardware combination of Apple A9 1.8 GHz and 2GB of Memory ...
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 a Chaos joint constraint is first created, having linear/angular plasticity enabled will unexpectedly force its linear/angular drive position target to zero on initialization, disregarding the ...
When playing back sequences on a character that is bound users will sometimes run into an ensure from FEvaluateActorReferenceChannels. ...
Our character is using the Pose search setup from GameAnimation content example. The architecture of the system is most the same with some new function that account for some input difference and sp ...