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 ...
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 ...
Context: By default, Unreal Engine creates both simple and complex shapes, then, based on what the user wants (complex query versus simple query), the physics solver will use the corresponding shape ...
HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...
Enabling bUpdateComponentTransformToRootBone in a GeometryCollectionComponent causes broken particles to appear in the wrong location. When that flag is true, the moment the GeometryCollection (GC) ...
Note: This affects all versions from at least UE 5.3, including mainline latest. The "Animation" Editor Mode allows creating constraints for level actors. One of these, the "Parent" constraint, con ...