from licensee:"Expected behavior: The LOD selected to be edited should be saved correctly, allowing different remesh results to be saved as different LODs of the same mesh, _i.e. remesh with 1 cm t ...
Attached actors do not return to LevelInstance space at the end of LevelInstance editing, and bounds contains level instance offset location. This results in huge bounds. My workaround is: void FL ...
If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...
Control Rig parameters don't function after editor restarts. Also the default values don't function and you need to use an input instead of directly editing the values of the pins. You can work aro ...
DESCRIPTION: When attempting to change the collision profile of a destructible via Blueprints it will not set appropriately. The collision profile set via the details panel for the individual object ...
The "Find" node can cause a crash if the a map with a struct value changes type while connected, is disconnected and reconnected. Compilation fails and crashes the engine. Found in 4.23.1 CL#963142 ...
When enabling LiDAR plugin with VR Instanced Stereo enabled it causes a crash. Alternate repro: From Any project Enable Instanced Stereo in project settings Enable LiDAR Point Cloud Support Restar ...
Sometimes AnimNotify does not fire when an animation is executed under the following conditions. 1. The CharacterMesh's AnimationMode uses UseAnimationAsset 2. CharacterMesh's URO is enabled (Enable ...
It seems that the numbers are rounded in VertexFactoryCommon shader. The cube consists of vertices that are very far from the origin and are placed on the screen by placing them at coordinates that ...
DESCRIPTION: When making a mesh with custom collision with the naming convention of UCX and exporting the FBX for use in UE4 the collision will import and update if any changes are made and reimport ...