If the user updates to a new Source Animation for a pose asset, while a pose was active in the viewport (weight set to 1.0), the pose will be set to 0.0 in the pose list even though it's still activ ...
Substrate Materials cannot be baked when Meshes are merged using the "Simplify" method. All textures except for the normal are reduced to a single black parameter. The normal texture produced does n ...
Meshes that are colliding that are set as constraint actors don't follow the Physics Constraint Actors "Disable Collision" parameter if they are colliding prior to being set as constrained actors. ...
No user comments in crash group 108 #endif 109 void* NewPtr = NULL; 110 #if PLATFORM_MAC 111 // macOS expects all allocations to be aligned to 16 bytes, but TBBs ...
1.Create a material that switches textures using StaticSwitch. 2.Create a material instance and toggle the switch to overwrite the texture. 3.Then return the static switch settings to their defaul ...
Since FDeprecateSlateVector2D has been implemented in 5.2, the following function calls will always fail. Therefore, the ImageSize is not updated. This problem does not occur in 5.1. void SBrus ...
In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so t ...
The underlying reason seems to be that the stationary lights require SM channels for casting shadows from movable objects and they are assigned channels 0,1,2 by lightmass (or somewhere along the w ...
Rect lights cause visual noise on the light rendered when using raytracing. It is easier to see when you get rid of all other light sources in the scene. I have attached an example project. This se ...
Creating an event dispatcher in a widget blueprint with the name OnDrop, which is already an existing overridable function, causes the event dispatcher to become corrupted and prevents it from being ...