From a user: We are having some issues with blend masks and compatible skeletons. We have skeleton A as the base and skeleton B as a compatible skeleton. They both share a similar hierarchy (altho ...
UE5.0 does not support ActorFoliage at Levels where World Partition is enabled ( [Link Removed] ), but ActorFoliage will work via ProceduralFoliageVolume. And when you cook the level you will get an ...
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 ...
Foliage usually follows when the Transform of the placed ground or floor changes. However, if the ground or floor is a Level Instance Actor, it will not follow. The cause is in the code below. voi ...
Hierarchical LOD meshes are not frustum/occlusion culled ...
WorldPartitionFoliageBuilder commandlet can incorporate foliage instances into the correct IFA. But it removes the connection information between base meshes and the foliage instances. ...
DeferRunningConstructionScripts has been added as a workaround for a issue by asynchronous mesh compilation, but it doesn't consider BeginPlay. Therefore, if DeferRunningConstructionScripts is execu ...
If trying to find NavLinkProxy with SimpleLink and SmartLink enabled by searching the path, sometimes CustomLink is not found (CustomLinkId=0). Since only one NavLinkProxy is located on the level, ...