In UGameViewportClient::ProcessScreenShots, when bHdrEnabled is true, the Bitmap array is never filled (the capture code uses BitmapHDR), so ScreenshotCapturedDelegate is never called for any custom ...
It used to be possible to create an empty Groom assets without an Alembic file. However, this is no longer possible because curve data is required This workflow is useful to create grooms that onl ...
A licensee has encountered an issue where their FInstancedStruct isn't being gathered into CachedPropertyData when "Generate Optimized Blueprint Component Data" is enabled. The changes in [Link Remo ...
UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asset type is defined in a blueprint (i.e. subclassing UPrim ...
Ensure: Error LogOutputDevice Ensure condition failed: SequencerRefCount == 1 [Link Removed] [Line: 967] 1. Error LogOutputDevice Multiple persistent shared references detected f ...
Toggling Lock, Pin, Ignore on subsequences or adding new transform key on a character inside a subsequence the Actors lose the LevelSequenceActor transform offset they have at preview and go back to ...
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 ...