The skeleton tree search does not search for constraints based off of their full displayed name in the tree. Only their second bone name is used when filtering (despite portions of their full name s ...
SetHitResultFromShapeAndFaceIndex calls if(PxMaterial* PxMat = PShape->getMaterialFromInternalFaceIndex(FaceIndex)) { OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(PxMat->userD ...
Override Animation Data doesn't use the new animation to play when the animation mode is already 'Use Animation Asset' ...
No problem with 4.22.3 ...
The following code causes this behavior.// NiagaraSystem.cpp for (FNiagaraEmitterHandle& EmitterHandle : EmitterHandles) { EmitterHandle.ConditionalPostLoad(NiagaraVer); if (!EmitterHandl ...
[Image Removed] It's just storage waste. Because those assets will be never loaded on runtime. ...
Sequences that end on a subframe will not evaluate past the last whole frame, preventing events from triggering that should. ...
Actor rollback state saved and restored by the replay system for placed actors in the level does not take into consideration per-instance replicated components, so they won't be recreated when the a ...