[Link Removed] From UDN, the steps for their repro case: Normal case: Frame N : AddMappingContext → bShouldBeIgnored=true → FlushPressedKeys → bDown=false Frame N+1: OS IE_Repeat arrives → ...
Using the Merge Meshes blueprint function within the Skeletal Merging Library. It does seem to work in that I see my merged mesh in a PIE environment, but if I double click on the transient mesh I g ...
FCustomizableInstanceDetails::FillChildrenMap() unconditionally registers parent-child relationships via __ParentParamName metadata without verifying the parent exists in the active parameter list. ...
Using the mesh reshape node with seperate meshes produces a broken mesh. An example project: Most if not all clothes will be originally made to fit the Average Male body. I'm trying to morph a tu ...
When a character has both a Control Rig track and an Animation track, interacting with any slider in Sequencer can be interrupted. ...
When changing the camera FOV with r.Shadows.CSMCaching enabled, the cached shadows don't appear to be used and shadows are missing. This occurs because the r.Shadow.RadiusThreshold can be low enoug ...
User has encountered an issue with shared fragments that contain a member variable of type FInstancedStruct. It appears that UE::StructUtils::GetStructInstanceCrc32() does not correctly compute the ...
We noticed an issue working in sequencer with "Allow Seqeuncer Edits Only" and control rigs. Performance will drop when manipulating using the AnimDetails channel sliders. ...
The engine is crashing when the user tries to export from a persistent level with a sub level that contains a level instance. ...
The attributes for spotlights are not exported. ...