When using GetRefBonePose() on a USkeletalMesh's RefSkeleton, the given location is incorrect if the SkeletalMesh has been changed from one to another where both meshes share the same skeleton. Als ...
Packaging a game to HTML5 disables the mouse and mouse over events on local host, which prevents any mouse functionality from working in a packaged project. ...
When attempting to set an optimization viewmode while using a Preview Rendering Level other than Shader Model 5, the Optimization Viewmodes dropdown is missing all of its options and instead display ...
issuesFBSPOps::csgAddOperation returns null if BuilderBrush has no valid polys.The creating level on content browser never calls "UEditorEngine::InitBuilderBrush(NewWorld);". But "New level" button o ...
When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...
Occurs 5/5 times Regression does not occur as the MotionExtractorModifier appears to be new with UE5. Curve data is not displayed in an Animation Montage when Animation Modifier, MotionExtractorM ...
When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...
Context: Data Layers is a system within World Partition used to organize Actors both in the Editor and at runtime. It allows for the user to dynamically load and unload layers in the Editor to help ...
The logic for selecting a page table texture in FVirtualTexturePageTable::Initialize() uses the indexing for texture layers (index 0-7) to fetch from the page table textures (index 0-1). All RVT for ...
Given a get node with a struct output, if "Split Struct Pin" is used on the struct and one of that struct's outputs are connected to another node, it does not count as a used pin when the base get n ...