Default HDR images look incorrect for different reasons on each platform: PC SDR:[Image Removed] PC HDR:[Image Removed] ...
This is because FFbxExporter::ExportStaticMeshToFbx() does not correctly determine the OverrideMaterials. Therefore, the following code will not pass.else { Material = StaticMesh->GetMaterial(P ...
When a Cube of StaticMeshActor is placed, it is generated without any problem. ...
If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. Currently this is expected because allowing it could cause problems such as:No virtual tex ...
If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. This is expected. However if the opacity mask uses a regular texture connected via SetMat ...
PerInstanceSMCustomData is bulk serialized and doesn't get changed on the BP instance when changing NumCustomDataFloats, possibly causing out of bounds array access leading to a crash. Possible sol ...
I've also attached an FBX of the same mesh for reference. [Link Removed] [Image Removed] ...
Calling "FStaticMeshCompiler::FinishCompilation" on multiple assets simultaneously can cause a hang. Also tested on //UE5/Release-5.5, CL: 36784631 ...
If a bsp is converted to a blocking volume, the faces of the bsp remain present until a new actor is placed or geometry is compiled. ...