Depending on whether I first open the level sequence that contains the control rig, or its parent level sequence, the animation curve will evaluate differently. ...
Nanite tessellation, only supports calculating displacement in local space and everything gets scaled with the object scale, which is often undesirable. If the camera enters inside the area allocate ...
Panini Lens Distortion does not appear to affect some buffers (SceneDepth, CustomDepth, WorldNormal, etc.) consistently. These buffers behaved correctly in 5.3 ...
Particles using Distance Field collision can have their collision controlled by "r.DistanceFieldAO". It appears that the condition in "ShouldPrepareGlobalDistanceField(...)" from DistanceFieldAmbie ...
Scrubbing is the only way to move the playhead. ...
When an instance of a child blueprint in a level enters the “Bad Blueprint” state due to a compile error it will reset to default values when it is restored after the compile error has been fixed. ...
Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors and components that are part of a streamed level. Saved property values are restored when a lev ...
Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors, components and other objects that are part of a streamed level. Persisted properties are resto ...
Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors and components that are part of a streamed level. Blueprint variables can be marked as instan ...
When working with beam and ribbon effects in Niagara, Emitter.BeamID is used to fill Particles.RibbonID so that a looping emitter can spawn multiple discrete beams. Emitter.BeamID is assigned by mod ...