See [Link Removed] for original report. UAbilityTask_ApplyRootMotionJumpForce has a slightly different flow than other Root Motion Source ability tasks. It is the only one that allows EndTask to b ...
A licensee reports that their large map has a 10s cost in the AssetRegistry when resaved. They took a profile and found the cost is mostly in LoadCalculatedDependencies for the map, and most of that ...
By creating a DebugComponent, the texts added to this component are not displayed in the viewport of the Blueprint editor. This is because the UCanvas reference that is being passed is that of the ...
Currently there's no validation within the animation attribute container that bone ids are valid. This means that client/game code can add attributes with invalid bone ids into the container and th ...
Create a level sequence, add an audio track and an event trigger track to the sequenceAdd a keyframe to the event track and create a new endpoint for the keyAdd an audio section to the audio trackIn t ...
From UDN: thanks for your reply. I have attached a very basic scene with a MRQ settings preset. The only thing I have changed in the scene is that I've set the Camera Exposure to manual, as it do ...
It seems that a simple change from TCHAR_TO_ANSI to TCHAR_TO_UTF8 in UE::FUsdStage OpenStageImpl() fixes the issue. ...
When a skeletal mesh component's leader component is set to a poseable mesh component, the application will run into an access violation when it tries to update animation curves and morph targets. ...
FSharedStructMemory uses a custom deleter that calls FMemory::Free, but it doesn't call the destructor. FSharedStructMemory's destructor is responsible for correctly destructing the internal ScriptS ...
If an actor component contains a TArray of instanced objects, some of those object instances can get incorrectly invalidated and marked for garbage collection in certain situations, possibly resulti ...