We need to investigate if we want this behavior or not, if we do not weld the base lod vertices, maybe we will have bad mesh behavior when not using the alternate skinning. The consequence of this n ...
It is behaving correctly in 4.27.2. ...
This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...
Hierarchical LOD meshes are not frustum/occlusion culled ...
Regression no, the issue was reproduced in Windows //UE5/Release-5.0 CL 20280985 repro rate 3/3 After the user tries reimport mesh with nanite enabled from mesh editor the mesh was reimported with ...
This is a regression tested in //UE4/Release-4.27 CL#18319896 Stat AI reports AI rendered regardless of frustum setting. ...
WorldPartitionFoliageBuilder commandlet can incorporate foliage instances into the correct IFA. But it removes the connection information between base meshes and the foliage instances. ...
As per a bug report from Pixomondo: if there are two static meshes in the scene and one has a rotation, it gets a GPULM bake artifact as if it is intersecting with the unrotated version of itself. S ...