When importing an animation using the same import settings as the imported skeletal mesh it is meant for part of the mesh is rotated 90 degrees around the root. The files that were used to verify th ...
If user execute "Remove Unused Bones from Skeleton" on Skeleton where PoseAsset exists, the index held in FPoseData :: TrackToBufferIndex in PoseAsset will not be corrected, and it will refer to the ...
If the file path with the asset contains a project name, the cooking file pathlength is incorrectly increased. The following code in ContentBrowserUtils :: GetPackageLengthForCooking causes this is ...
https://udn.unrealengine.com/questions/510965/view.html ...
We need to investigate more what happen during this reimport with the material ID. The asset can also be broken when the DDC get dirty and the asset is rebuild. ...
When scaling a widget slowly it appears to have a slight jerkiness as it is resized ...
FSoftObjectPathCustomization and SPropertyEditorAsset do not support multiple actor classes in the AllowedClasses list. The ObjectClass is only set in FSoftObjectPathCustomization if there is only ...
Enabling Shared Material Shader Code will cause a crash on tvOS From user: "We originally enabled Share Material Shader Code long before trying a tvOS build, making this crash tricky to debug. W ...