When using external actors, adding/removing/replacing/editing an actor instance inside a level does not cause any modification to the Level package, which helps reduce contention for the map file on ...
The orientation warping node breaks incoming poses where bones are already in component space. This is because, in EvaluateSkeletalControl_AnyThread, we are repeatedly setting bone transforms direc ...
A customer noticed that root motion did not mirror properly when using montages. The issue is that the root motion mirroring code is only called from FAnimSync::TickAssetPlayerInstances . Th ...
Short description from Licensee (attached UDN has more info):When streaming a level in and/or out (out especially in World Partition due to the bRequireFullVisibilityToRender variable usage) there i ...
In the Animation Montage Editor, NotifyEnd is unexpectedly called when a time marker is in the middle of an AnimNotifyState and the animation preview gets paused. Because the Animation Montage Edito ...
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 ...
Tested regression against //UE5/Release-5.4 @ CL35576357 and the issue did not occur. This is a confirmed regression.[Image Removed] Jira Bot attaches conversation thread from Slack [Image Removed]D ...
There appears to be a bug relating to rendering multiple windows that can trigger under unknown circumstances. It has been reported on rectangle lights in the forums and on PostMotionBlur materials ...
Following code works as a work around. The code updates placement information of instances. TMap<UFoliageType*, TArray<const FFoliageInstancePlacementInfo*>> AInstancedFoliageActor::GetInstancesF ...
Licensee reports the following in the UDN: There seems to be some other erratic behavior when using parenting in world outliner (i.e. drag and drop one actor on another one in world outliner).Since ...