Just trying a few simple animations in 5.1, I have a few short looping cycle animation that go in different directions. I see very bad results and it looks like it's because of how MM is assuming th ...
Encountering an issue since we updated to UE5.8 where characters whose cloth mesh sections have vertices culled will cause mesh degradation in editor and crashes in packaged builds. There are two i ...
Messages are not received around 1 minute into playing when using OSC blueprint plugin. Test Project: [Link Removed] User workaround: https://forums.unrealengine.com/development-discussion/blu ...
Structs cause packaging to fail when Blueprint Nativization Method is set to "Inclusive" Note: Appears to be a regression (worked in 4.15.1) Error example: UATHelper: Packaging (Windows (64-bit)) ...
Morph targets work! Yay! But found another issue. Basically import an fbx with multiple animated morph targets applied to it. The morph change shape over 1 frame and for some reason in 5.5.4, there' ...
LODBias causes landscape component to stop rendering if set >0 and Forced LOD set to -1. NOTE If Forced LOD is set to 0, the component renders correctly. ...
In the project attached in original UDN post (too big to attach here) there is a tree that was created with the pivot painter tool that is animated. In the editor it behaves correctly, but trying t ...
Spin Box delta does not appear to affect how the spin box increments through its values when clicking and dragging with the mouse. The spin box appears to increment/decrement by more or less dependi ...
The Light Function variant of the hit lighting miss shader is compiled as the Light Function material, so MATERIAL_IS_SUBSTRATE=1. This makes it read the ray hit surface from the payload incorrectly ...
It seems that switching the preview mesh in the control rig editor is affecting the initial transforms in the hiearchies of related control rigs in the level viewport. This seems to be due to the c ...