If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...
Soft object references in proxy tables, when evaluated return a nullptr, instead of the soft object reference to load. ...
Context: The Niagara System is the primary tool to do visual effects inside Unreal. Niagara systems can be culled due to distance. Problem: Once a deactivated Niagara System is culled due to distan ...
Proposed workaround:add in FMobileSceneRenderer::RenderDeferredMultiPass (MobileShadingRenderer.cpp): #if WITH_DEBUG_VIEW_MODES if (ViewFamily.UseDebugViewPS()) { return; } #endif // WITH_DEBU ...
Someone on the forums is reporting a possible bug with Pathtracer and any material that adjusts normals to complement world position changes. See pic attached. Reporting forum thread:https://foru ...
BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...
Importing a mesh that changes the hierarchy of a related skeleton causes the animation retarget settings on the skeleton to be lost. This is because in UInterchangeSkeletalMeshFactory::EndImportAss ...
Substrate Materials cannot be baked when Meshes are merged using the "Simplify" method. All textures except for the normal are reduced to a single black parameter. The normal texture produced does n ...
Wrong density calculation in UBodySetup::CalculateMass. The licensee has provided the following analysis and suggested fix: In UBodySetup::CalculateMass, the following code is present: // physical ...
On the nDisplay plugin code, CL 44773085 from August 12 introduced a new struct template TMarginSet and changed struct FDisplayClusterViewport_OverscanSettings to use it. However, the latter is defi ...