SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...
This is a regression since 5.5 with skeletal meshes where morph target normal/tangent deformation only works when a mesh is imported as a LOD of an existing skeletal mesh, but not when imported as L ...
A crash may occur when changing the MaterialQualitylevel via Scalability due to a race condition. The issue occurs because in ScalabilityCVarsSinkCallback(), when it creates the FGlobalComponentRec ...
Global parameters disappear from the binding list when a soft object reference is present. Pulling up the binding menu shows nothing for Parameters when there are only object references in the ST as ...
USkeletalBodySetup::PostEditChangeProperty will call OwningPhysAsset->RefreshPhysicsAssetChange(), if I modify many SkeletalBodySetup properties in same PhysAsset, will cause call OwningPhysAsset-> ...
SmartObjectPersistentCollection in 5.6 and later now give errors when the map validator runs due to referencing spatially loaded actors. This was working per licensee in 5.5. There was a change from ...
When useing marquee select on controls in the rig, their on screen size determines how likely they are to be included in the selection which isn't a reliable enough method for animators. Our workaro ...
Geometry Collections (GC) built with "Use Root Proxies" rendering/transform positions ignore the original root node rotation and can lead to unexpected behaviors. If the root node of the GC was rot ...
In: void SunAlphaPS_Mobile( float2 InUVs[8] : TEXCOORD0, in FStereoPSInput StereoInput, out HALF_TYPE OutColor : SV_Target0 ) { OutColor = SunUnBias(SunShaftAndDofTexture.Sample(SunShaftAndDo ...