Set Master Pose Component does not handle Slave Meshes with extra bones. ...
Issue seems to be related to NpRigidDynamic::setKinematicTarget. When called by itself (like in the case of Kinematic bodies moved without teleportation), the simulated actor is woken and is put ba ...
In Sequencer, adding a Material Parameter track sets Parameter to Master Material defaults ...
Character animations are not played in sequence created from Recording First Person Template Follow-up to [Link Removed] ...
User has pointed out that generating FBX files through C++ causes the level nodes and a light node. I'm not fully versed with this, so the notes from the user may be more helpful for their descript ...
Any light's min roughness setting creates black artifacts with materials who have a roughness value less than 0. The min roughness must be =< 0. ...
UActorComponent has hideCategories=(ComponentReplication) set in the UClass macro preventing uint32 bReplicates:1; to be set as a default setting. ...
When a Actor Blueprint is placed in the world with a TArray of instanced UObjects, the + button to add a new instance of the object wont create a instance of the object. ...
Movable/Stationary dynamic shadow distance in the Directional light is not captured in the Planar Reflection. Note that Point and Spot Lights box cast shadows that can be rendered in the reflection ...
When a particle system has the "Set Tickable when Paused" set to true, pausing the packaged version of the game causes the game to crash. CrashReporter: [Link Removed] ...