The function UClothingAssetFactory::ImportToLodInternal that set the FClothPhysicalMeshData structure is not call again when we re-import so the vertex colors are not updated. ...
When importing this users file of an OBJ asset there will be an assertion failed error. On the import message if you hit "ignore" until the mesh imports all will work in 4.10 or later. This was no ...
Adding a material to a mesh that is affected by world position offset has reduced tessellation around the meshes edges. This is seen when viewed in wireframe and is influenced based off of the angle ...
Hit handled ensure when dragging the slider in Morph Target PreviewLogOutputDevice: Error: Ensure condition failed: DynamicData->MorphTargetWeights.Num() == LODModel.MorphTargetVertexInfoBuffers.Get ...
Assets that are imported using File < Import to Level, import at a different scale than when importing through the Content Browser Screenshot attached to show difference in scale Meshes were both ...
To add some meta data to an asset you need to do a "Editor Utility Widget" I create a button that add the metadata to a specific assets here is the onClick graph of my button [Image Removed] I us ...
In accordance with CL-9139422 of [Link Removed], the SkeletalMesh ImportedBounds does not have an Extend operation. However, SBasePoseViewport, the UI for retagettes, continues to use ImportedBounds ...
We need to investigate if we want this behavior or not, if we do not weld the base lod vertices, maybe we will have bad mesh behavior when not using the alternate skinning. The consequence of this n ...
UE4 Mannequin animations are not exporting/importing correctly into Maya. The right hand is bulkier and the left shoulder is dislocated. This was reported and tested in 4.23.1 (CL-9631420). this w ...
User is experiencing a situation where he gets this window 200 times and no way to get out of it with a single click. ...