If you import a model containing multiple mesh using the same bones but with different bind pose, the time zero skin result will be wrong. ...
LevelSequenceEditor has input priority over the Level viewport and other editor modules even though the Level viewport has been the last one selected. An example would be a cut operation. If you ha ...
The ChaosCacheManager (CCM) changes the bSimulatePhysics flag from the ObservedComponents and, if deleted, the change will persist, what can lead to confusion as observed physical entities will inad ...
Requested by UDN : https://udn.unrealengine.com/s/case/500QP00000RyWvAYAV/requesting-an-engine-mod-to-access-certain-landscape-texture-patch-properties-in-blueprints-via-getters?fromCase=1 ...
A character standing in a base will match its velocity to the base's velocity. If that character jumps into another base its velocity will be added to the new base's velocity and the character will ...
When dragging a keyframe on top of another, it keeps both keyframes instead of overriding ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...
There are some gather debug calls not setup for new anim nodes, interrupting the gathering of the rest of the chain for the animation debug screens. OffsetRootBone OverrideRootMotion Steering DeadB ...
Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior. In the repro project provided (see addl in ...