Setting a Skeletal meshes collision preset to CharacterMesh introduces problems with spawning and teleporting a pawn driven with Mover. ...
When a light's Specular Scale is set to 0, the specular still affects hair / groom assets. The specular of other assets (like a shiny static mesh in the scene) is properly affected by the change. ...
SynchronizeWithExternalDependencies will call Modify on the Pose Search Database when the database has changed. This will call FAsyncPoseSearchDatabasesManagement::OnObjectModified which in turn ma ...
Context: Data Layers is a system within World Partition used to organize Actors both in the Editor and at runtime. It allows for the user to dynamically load and unload layers in the Editor to help ...
The assert that we're hitting is:Cannot replace existing object of a different class. New Object: /Engine/Transient.REINST_BPC_NPC_VFX_C_230 /Game/Maps/[REDACTED]/Levels/[REDACTED]/LevelSequence/ ...
Cascaded Shadow Maps do not use the proper world size for octree culling. At far distances, the shadows are always culled. ...
Soft angular constraints are solving velocity like hard constraints. Instead of swinging back and forth, the affected body just snaps to 45 degrees. Check the steps to reproduce for more details. Th ...
The experimental Offset Root Bone node does not respect velocities, meaning that it does not work when a character is based on a moving platform. The capsule will rotate with the platform, but the r ...
From Licensee: We discovered a pretty big performance hit in editor when loading level instances for a world partition map, specifically: EditorActorFolders.cpp:FActorFolders::OnAllLevelsChanged() ...
From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...