Every time when reopening the project, Nav Area Class on collision geometry gets reset to "NavArea_Obstacle", instead of maintaining its state. ...
Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode Hi, We have a material that uses the Depth Fade node for the Opacity and Base Color. However, the engine cras ...
When doing an unattended OBJ export with python. The export will fail and give the atteched callstack. ...
If a widget has playing animation node in finished animation event, calling StopAllAnimations appends a new UMGSequncePlayer to ActiveSequencePlayers array during array iteration and cause ensure co ...
It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...
Particle data will not be exported unless it is in the final simulation stage. ...
The licensee reported the following on this issue. The problem seems to be that the comparison below is not working properly. If the Material is not created, it will be a comparison between WorldGr ...
I think it's caused by mismatching names of shadertype, which was hand-coded in MaterialStatsCommon.cpp ...