When creating an C++ Actor with a Hierarchical Instanced Static mesh. when duplicating such an actor with mesh instances, the instances are not visible on the level. In this state, calling HISM comp ...
The actor assigned to a child actor component should only have it's properties modified on the template, as the actor is spawned dynamically by the component. We used to enforce this by automaticall ...
Packaging a project having a skeletal mesh with a niagara system attached to it in the scene causes the build to crash when running the executable. I have attached the log and dmp files relevant t ...
This issue doesn't occur at 4.21. It seems in 4.22 only. Bone is broken in the second SetAnimInstanceClass. It seems CurrentReadComponentTransforms doesn't update. [Workaround] ・Wait using timer ...
Generated from CrashReporter ...
When attaching a Blueprint CameraActor; who has a child Blueprint component(point light component) to another object in the scene. The Blueprint Actor's Components will reset to default class values ...
Motion Controller component attachments lag behind parent. Not happening on Oculus Rift Workaround: Set "Disable Low Latency Update" on your Motion Controller Components to 'true' User Sub ...
Seems like failure to init SDL device is not being properly propagated and something on the higher level keeps pushing commands to the (non-existent?) audio thread. Paging also [Link Removed] and [ ...
Using the Particles.SubImageIndex has no effect on what portions of the a UV are rendered in Niagara. Tested in 4.21.2 (CL - 4753647), 4.22.1 (CL - 6063286), 4.23 (CL - 6533064) ...
Loading a map via File->Open Level or just by clicking on it to open it, when it is already loaded in World Composition view does not reset actors to origin. The actors instead keep the same positio ...