If you set the project to use a fixed frame rate, particle collision no longer works. ...
From the linked EPS case: ---------------------------- In UE 5.7 there were some changes to how Enum member names are stored. This change introduces an assert when cooking using the Editor Debug e ...
Morph targets work! Yay! But found another issue. Basically import an fbx with multiple animated morph targets applied to it. The morph change shape over 1 frame and for some reason in 5.5.4, there' ...
If you use StartFrameOffset set to 1 or higher in conjunction with the Use Animation Blueprint, the character's animation will be rough towards the end of the section. Specifically, it seems that th ...
Saving and reloading a Blueprint instance with a compilation error, a.k.a., "Bad Blueprint" will lead to a transform reset when the Blueprint is successfully recompiled. ...
There are 3 issuesEach particles don't restore its previous position. Which is for calculating velocity by verlet iteration.The previous transform is cleared by current transform. It provides zero v ...
User reports crashing upon open, saving or playing their project in 4.6.1 in Binary. Assertion failed: TargetDelegate [Link Removed] [Line: 5407] ...
Grass map heights all appear to be 0 when generating grass on a Mac running 10.10. This bug does not occur on Macs running OSX 10.9.5 Putting a breakpoint in LandscapeGrass.cpp line 476 you can se ...
Animations are looped incorrectly when using an animation blueprint and a rate scale other than 1.0 in Sequencer. ...
This issue may have occurred due to a refactoring of the related functionality during the engine update from version 5.4 to 5.5. The main reason is that the randomization of BatchColor doesn't work ...