FSequencer::UpdatePlaybackRange does not check the exclusivity of the new bounds when setting them, but UMovieScene::UpgradeTimeRanges does. ...
A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
proposed fix seems ok to me: UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; ...
When a level sequence animates level visibility as well as skeletal animation on an actor within that sub-level, restoring state will first unstream the level, which will unregister the skeletal mes ...
Since changing the temporal history buffer to 11:11:10 from FP16, it looks as there is visible dithered quantization to remove banding when rendering. (Taken from conversation on Forum Post linked f ...
It only seems to be this user's game that crashes when he packages or does launch on windows I have reproduced this locally. I honestly don't know why this repro's, but I have an example project a ...
Objects with a bezier curve modifier register as having no triangles when imported to editor from Blender as an FBX. ...
NevMesh cuts out holes for collision incorrectly with Skeletal Meshes. Skeletal Meshes with "Can Ever Affect Navigation" set to true and that have a Physics Asset are capable of causing this. ...
The tooltip states, "Wether the material should support a dithered LOD transition when used with the foliage system." It is my understanding that the foliage system uses LOD dithering by default, a ...
Importing the attached Fly.obj crashes the editor on OSX. Does not occur in Windows 7. Crashreport: 435809 ...