USkeletalMeshComponent::USkeletalMeshComponent() caches off the teleport values for later use and then ignores the exposed values entirely. This should not be the case. We either need to detect chan ...
Since the last engine merge in FN Main, any mesh that silhouettes against DOF will produce a bright, halo like effect on the outside edge. The further away the background is from the silhouetted mes ...
Create ActorBP has StaticMesh is not assigned to HierarchicalInstancedStaticMeshComponent. Place this actor on the level, and bind the StaticMesh from the Detail tab and add the appropriate Instance ...
check(0) is used in UpdateComponentCount () of LandscapeEditorObject.h. This looks like an intentional check, but there is a possibility that the user may mistakenly select it. ...
See slack channel: [Link Removed] ...
Data: [Link Removed] I also tested other E57 files, and they were possible to import. This one is from RTC360. [Image Removed] ...
In 5.6, a handful of new entries in `FCustomizableObjectCustomVersion` were added, including `SetDisplayNamePropertyAsPinNameOfTableNodes`. Looking back at the history, `SetDisplayNamePropertyAsPinN ...
dtNavMeshQuery::findNearestPoly uses hardcoded array size which results in errors when search radius would require using more polygons then hardcoded the 128. ...
Having accurate velocities from vertex deformation enabled and a SceneCapture2D in the same project will create blurry skeletal meshes. I am unable to reproduce this with an Nvidia graphics card. T ...