In NormalizePackageNames() (PackageUtilities.cpp), there is a PackageFilter parameter, which can be set to exclude developer packages (NORMALIZE_ExcludeDeveloperPackages). The code only checks the b ...
"Simulate Selected" overwrites "Physics Type" property when playing in Editor. In any subsequent PIE sessions SK_Mannequin will simulate physics even though the option is toggled off. This was repo ...
As one clicks on the enum fields trying to form an input, the log is written with a variation of the following: [2025.02.14-17.42.38:940][521]LogNiagaraEditor: Error: Error getting default value fo ...
When creating a pose asset based on an animation and curves with a low number of keyframes if you switch between the pose assets poses, the curves will not be correctly timed with the animation beca ...
A partially broken Geometry Collection (GC) ends up with garbage CollisionGroup data that can lead to strange behaviors. The licensee has noticed that a GC that goes thru a field applying ExternalS ...
When creating a new material the thumbnail will start out as the default material sphere but then quickly appear distorted, almost like its zoomed in really close. This does not affect already creat ...
If the user simulates all bodies, and then sets the physics blend weight to a decimal value between 0 and 1, the skeletal meshes will spin out of control. This doesn't happen if the physics blend w ...
The models are darker than the one loaded directly in editor Left runtime, right editor [Image Removed][Image Removed] [Image Removed][Image Removed] You can find some details here from a udat ...
This comes from a UDN report. [Link Removed] When launching the editor with -game, if a material contains a null expression (for instance because that material expression has been removed), the bin ...
Adding a track for LayerData.Offset throws an ensure that states "No default blender class specified on property, and no custom blender specified on entities. Falling back to float blender." This do ...