Debugging the code I have been able to verify that in GeometryCollectionComponent.cpp line:2318, the if condition happens every two frames. I think DynamicCollection is not setting all the frames a ...
The Camera Shake Class no longer allows for indefinite shaking via setting a negative value in the Oscillation duration, per the tooltip instructions. This happens when using either the Play World ...
r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...
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 ...