MorphTargets/BlendShapes are read from the scene, not the morpher modifier. This also results in blendshapes names being equal to morph target object name (objects), rather then names from morpher m ...
With the Substance plugin installed and when you try to import new preset data into the Substance Graph Instance, the engine will crash ...
With "Use Default Sample Rate" disabled, animations under 30fps get resampled to 30fps ...
It seems that the numbers are rounded in VertexFactoryCommon shader. The cube consists of vertices that are very far from the origin and are placed on the screen by placing them at coordinates that ...
We use the NumNonClothing section number to iterate in the sections, this is an error if the cloth sections are not at the end of the sections array. See the following picture of a search on NumNonC ...
Given a Movable Light with a Movable Mesh with enabled Self Shadow Only, the mesh will not cast inset shadows (despite this option begin forced to true according to Tooltip) unless the mesh is selec ...
Morph Target Normals not importing as expected when Normals are locked User's morph targets are creating strange normals when the normals are locked in Maya upon export Cannot find suitable workar ...
When importing assets in the content browser only one asset can be selected at a time. Ctrl+LMB does not select more than one asset. Shift+LMB does not select a group of assets. ...
Textures that have been padded to Power of Two (using the Power of Two Mode in the Texture Editor) do not render on iOS. In the repro provided, QAGame has a mobile interface that uses 100x100 textu ...