This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...
When using an axis mapped input action such as looking around with a gamepad joystick, then opening a Common UI menu, the last input axis value will keep firing irrespective of the current joystick ...
Reported in SF [Link Removed] Client created a ,dae file in Cabinet Vision. When imported into TM, geometry will be missing, such as the walls and parts of the cabinets. Tested and occurs in TM 20 ...
Reported in SF [Link Removed] When setting Animator tools to use Collision mode for video, the loop speed of the animator will be twice as fast as specified in the video export. Attached a sample ...
When you are dragging and dropping an Emitter Type Module from one Emitter Stack into another and you have closed modules in your particle system, the type data module will be offset from your mouse ...
A user has upgraded their project from 4.6.1 to 4.7.2 and now one of their assets is partially loaded. After a bit of digging I found an error in the event graph of the ShadowHerosHUD. The nodes are ...
When calling a post process blendable to the screen using the CameraVectorWS input data, only the geometry is effected and not the screen space. Note I sent an email out about this issue, and it ha ...
After importing a Static Mesh, if you alter any build settings and apply changes, on the next opening of the Project you will not be able to reimport the asset changed. You will have to retarget th ...
When a code component contains a pointer to an actor, adding the component to a blueprint and setting the pointer to point to an instance of the same blueprint will cause the pointer to reset to "No ...
Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...