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 ...
When a large quantity (about 50 in this case) are imported simultaneously, and the Import Uniform Scale is changed to any other number besides 1, random meshes differ in size. This happens regardles ...
Sometimes it's not catching certain polys as vertex paint targets. Looks like it happens when there's more than one layer of forward facing geometry over the highlighted area, and it just takes the ...
The SoundWave in the Content folder of the attached Project has been exported from Nuendo @ 120BPM 4/4, with a duration of exactly 1 Bar. The BP_Audio Actor uses the TimeSynthComponent to provide sa ...
There is an issue occurring where Foliage does not appear in capture target when using "Always Persist Rendering State" when the foliage count is over 1.5k. The issue does not occur when the foliage ...
From 8/17/16 Tools sync: This is probably also happening in Sequencer. Think Sequencer should just auto-set this flag. ----------------------------------- If a SkeletalMesh actor is placed beyond v ...
When creating a pose asset based on an animation and curves with a low number of keyframes if you switch between the pose assets poses, the curves will not be correctly timed with the animation beca ...