Description* We are using Interchange's `UInterchangeManager::ImportAssetAsync()` to import GLB files at runtime in a packaged (Shipping) application. The orchestration layer (`ImportInternal` in `In ...
UMaterialInterface::GetStaticComponentMaskParameterValue gets the parameter value from the static switch list instead of from the StaticComponentMask list GitHub branch 5.8 still looks to have this ...
A licensee noticed that SUPPORTS_ANISOTROPIC_MATERIALS is not passed to FShadeLightSamplesCS::ModifyCompilationEnvironment for MegaLights ShadeLightSampleCS. Adding it fixes the issue. ...
In UCharacterMovementComponent::TwoWallAdjust, characters can gain unintended upward velocity (slope boosting) when hitting corners with an acute angle (<=90 degrees) while in the Falling movement m ...
Light functions don’t render on grooms when using ray traced shadows and positions in the light function material. The setup:A light (point/rect/spot) pointing to a groom hair system. The light's ...
In game sessions when the value for world time becomes large enough we start running into floating point precision issues. These issues can easily be seen in materials which do periodic animation b ...
Context In builds with the in-game console enabled, users can use the ‘ke’ command to execute UFUNCTIONS on any object:ke * MyFunc // run MyFunc() on ANY UObject with a ufunction with that name ke ...
UPDATE: Should be fixed as of CL#52537078 (fb7af1) USD: Bake all frames of exposure animation tracks. When exporting Unreal Engine spot lights from a level to USD, lights with identical EV intensit ...
If both assets have the same schema (StateTreeComponentSchema), but the root tree has the Context Actor class set to Character and the linked asset is using a Context Actor class of Pawn. So the sch ...