In non-editor builds UAnimInstance::GetInstanceTransitionTimeElapsed always returns 0.0f. This is caused within FAnimNode_StateMachine::Update_AnyThread due to: #if WITH_EDITORONLY_DATA NewTra ...
Including files with a .cc extension instead of .cpp in a code project used to build fine in Visual Studio. This is no longer the case in 4.21.2. The error message that results indicates that only C ...
Non local players cannot hear opponents footsteps and other various notifies, however, other sounds such as gunfire, etc. are present. Regression: User reports this issue is not present in the 4.8 ...
When comparing the World Normals of an Instanced Static Mesh being scaled non-uniformly to that of a regular Static Mesh, their normals do not match one another. I have attempted to look over the d ...
Also Reproduced in Main Promotable-CL-2479729 After importing and saving a texture which is non power of 2 and not an hdr texture, when you set the Maximum Texture Size in the Texture Editor's Comp ...
The wrong emissive value may be used on Nanite objects with custom primitive data when Lumen card sharing is enabled. This issue can be mitigated with: r.LumenScene.SurfaceCache.AllowCardSharing 0 ...
Non Instanced Subobject sets to none after compiling the blueprint. Please see attached video for more details. Checking regression in 4.26 now ...
When importing an asset that is using the naming convention for SkinXX to order material elements does not work properly when the elements are not sequential. Any material that is not in sequential ...
If the ChildActorComponent on a mesh is attached to a component and then has its location set in the OnConstruct function, it'll leave behind non-referenced instances of itself. This is most apparen ...
Meshes imported from rhino are not compatible with 'Crack Free Displacement' ...