Morph Targets in Skeletal Mesh LODs do not behave correctly This is a REGRESSION, does not occur in 4.11 ...
Exporting Skeletal Mesh with Cloth applied creates a duplicate mesh ...
-When imported into 4.17.2 the 30fps animation had 42 frames. In any engine version after the animation has 17 frames -The 60 FPS animation only has 7 frames in all engine version ...
Before UE4.12 A user could drag a folder and its sub-directories from the Finder in Windows into the Content Browser and it would keep the folder structures. Now, doing the same results in the asset ...
Root Motion is broken in Additive Animations. Also causes scale issues Regression: YES Worked: 3039270 (4.12.5) Broken: 3172292 (4.13.2) ...
LODs used with the Foliage Tool are no longer being shadowed accordingly with their baked lighting from their base LOD. Originally they would stay consistently lit, where as now the lower LOD transi ...
When a physics asset is set up for a Skeletal Mesh, the physics bodies are still visible in the main editor when using Show Collision (alt+C) but are extremely small. They are still oriented along t ...
SkeletalMeshActor using a PhysicsAsset with custom box shapes may flicker rapidly in Editor when not selected, and also flickers in PIE mode. If occlusion culling is disabled the flickering stops. ...
It seems that the compressed animation data within an anim sequence is not updated immediately when a virtual bone is added to a skeleton. If the user attempts to call UAnimSequence::GetBoneTransf ...
If you have a small main mesh and use the "Additional Body Part" section of Persona to preview other meshes, they become hidden if the main mesh is out of the camera frame. [NameRemoved]: Can we ju ...