When an existing project is opened from a location where it hasn't been created on that machine, the Editor is unable to parse the project's location properly and fails to show it in the Project Bro ...
Hi, I also ran into an issue when exporting a skeletal mesh that has multiple sections that all share the same material slot. It looks like the index buffer that's constructed is incorrect. In GLTF ...
The UV coordinates for visualizing the mesh painting texture on Nanite spline meshes are not working correctly. This runs the code in the NANITE_VISUALIZE_MESH_PAINT_TEXTURE section in NaniteVisuali ...
Changing between multiple Streams that are contained within an array does not work. ...
Procedural mesh loses collision when the "Add Procedural Mesh Component" node is copy&pasted. In this example the generated box appears to lose collision once an "Add procedural mesh component" node ...
Foliage does not spawn on Hierarchical Instanced Static Mesh Components ...
When a game is compiled with ray tracing disabled (D3D12_RHI_RAYTRACING=0) and the GPU the game is running on becomes low on VRAM, frame time is negatively impacted and doesn't recover. The D3D12_RH ...
If a user-defined struct-type variable is declared in one Blueprint, and that variable is then indirectly accessed in a second Blueprint through a reference to the first Blueprint, modifying the str ...
IsEditorOnly is not reflected in grandchild actor when parent/child/grandchild are constructed with ChildActorComponent. This causes the issue that actor will increase incorrect when save the level. ...
If two code components have the same TEXT("") name in the CreateDefaultSubobject call the code will compile correctly but the editor will freeze when adding an instance of the class or classBP to th ...