The editor setting for automatically start consuming input can be set to enabled as a boolean, but whenever the editor restarts this value is reset to false. ...
Info from the user: "This is super basic, only just started to build the scene. I have modeled in Vectorworks 2024 Architect and imported it into Twinmotion via the export and not the live link. The ...
The call to UpdateInstanceTransform within UInstancedStaticMeshComponent::UpdateInstanceTransformById(..) sends bTeleport in place of bMarkRenderStateDirty that was added as part of Unreal Engine 5. ...
When the CurveLinearColor asset assigned to a CurveLinearColorAtlas is edited (e.g. change the colors of the gradient), the preview window of CurveLinearColorAtlas editor does not automatically upda ...
When there is a physical material mask asset that has been created and applied to a mesh in the level without having a texture source imported yet, and then "ShowFlag.PhysicalMaterialMasks" is enabl ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...
Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...
When DirectoriesToAlwaysCook is placed in a platform-specific configuration file, the cook process does not read that entry when cooking content for that platform. The editor is aware of the platfo ...
When mirroring the MetaHuman Face_Archetype_Skeleton it has been noticed that some curve names are not mirrored correctly (such as head_lod0_mesh_mouth_lowerLipDepress_left) while a large number of ...
Shadow artifacts will appears when the camera is moving towards a character or if playing will appears with the character if Self Shadow is enabled for the character. Sample video and image attache ...