The Physics Asset Editor has a "mirror" feature that allows physics bodies and constraints to be mirrored from one side of a skeleton to the other. If this operation worked correctly, it could save ...
The licensee has noticed that the deletion of a transient actor still marks the scene as dirty and asks it to be saved. Checking the source it was noted that the transient flag is not verified on de ...
I would like parity with legacy: 1) only one material 2) socket to be imported Box_Socket file imports same in legacy and interchange: it is just box and socket without collision. ...
When recording a checkpoint, it is treated as an initial replication, as all the changed properties since the channel was opened need to be recorded. This normally results in any initial only proper ...
As per the title, a cosmetic anim node should not be crashing an entire game. At worst these should be ensures. Its experimental, but its important they're removed before the experimental flag is re ...
There appears to be a bug relating to rendering multiple windows that can trigger under unknown circumstances. It has been reported on rectangle lights in the forums and on PostMotionBlur materials ...
StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...
Building SDF and Mesh Cards require material properties (2 sided and blend mode) applied on Static Mesh to be known at Static Mesh build time. If not, it may leads to rendering artifacts: Reflectio ...
I am doing some runtime manipulation of data layers and I am running into a check failure due to a zero guid in FLevelInstanceActorGuid::GetGuid during multiplayer testing. When I debug FLevelInsta ...
A crash occurs when using ray tracing with spline meshes preceded by the following ensure : Ensure condition failed: NumCPUVertices <= VertexBufferNumElements File: Engine\Source\Runtime\Renderer\ ...