When reimporting meshes with changes to their material sections, specifically additions, there is no indication that there will be an issue on output of a generated mesh. Ideally, we can watch for a ...
The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...
It was mentioned that the global invalidation should be toggled off during loading screen and subsequently restore the state after. A request was made for this dynamic behavior be part of the engin ...
A player cannot move heavier GC objects even if we have a valid setup due to the GC not reporting the correct mass. ...
FSuggestProjectileVelocityParameters was introduced in 5.4 and has a FCollisionResponseParams member that's initialized as a mutable reference to FCollisionResponseParams::DefaultResponseParam. str ...
The Preview text display in the Font Editor does not apply the Sub-Font family settings. Only the Default Font Family and Fallback Font Family can be applied to the display. ...
UDN Description: We are having issues with the "Create Blocking Volume" tool on StaticMeshActors. When we create a convex blocking volume (any convex, rough or heavy), we often have volumes that ha ...
When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...