The licensee wants to record the same number of frames as the animation in "Content/TakeRecorder_test/Grayman/anm/". I thought that increasing the number of frames by 1F on Sequence would solve the ...
There is a bug when performing an undo/redo on pasted or spawned actors in Sequencer. It appears that the transaction system is re-creating an actor on redo, but Sequencer doesn't see that, so it ...
When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...
Several issues have been reported within the ParseHistoryResults method from PerforceSourceControlOperations: 1. Any Records that share the same filename will only display the last record with that ...
Particle emitter Depth Fade node isn't accurate on iOS. When set to a normal value (around 100) it will fade out at about 65,000 units away from the particle. Licensee Description: we use a partic ...
When using the camera actor and modifying the rotation values, the values made in the print string do not seem to match the actual values of the camera's rotation. The values appear to be close, but ...
This is a trending crash coming out of the 4.18 Preview. User Descriptionsadded a directional light Source Context 779 const FPrimitiveSceneProxy* Proxy = PrimitiveSceneInfo->Proxy; ...
In Rhino, it is possible to have a layer structure in which different parent layers have identical sublayer names. This is common in situations where you have multiple design options, each as a sepa ...
When using Weld Simulated Bodies enabled AttachToComponent func, the child Primitive Component's BodyIstance ActorHandle is released. As a result, in BodyInstance.cpp, the judgment of FPhysicsComman ...
This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...