Users with GNOME Shell installed have reported having issues with multi-monitor support when the monitors are not equally sized or the same aspect ratio. If the application is moved from a smaller ...
Normals do not stay with the face of the asset that has been imported using Alembic whle animating -use import settings for documentation and check Recompute Normals and Force One Smoothing Group P ...
When importing an Alembic file into Unreal Engine an extra frame is added automatically to the frame range in the import settings -abc file has been brought into Maya 2016 and exported again as an ...
Tested in Oculus. Found in 4.18.2 CL 3794801, 4.17.2 CL 3658906. Not able to reproduce in 4.19 Main due to a crash upon launching VR Mode. Users are able to select any of the first four sculpt ...
When undoing variables in a Structure it clears the referenced Datatable of all its rows. However deleting and just adding a new variable works fine. Repeated undos have the chance to add back the ...
This issue has been around for a long time (potentially UE3). UNetDriver::Time is a float, which is updated by accumulating Delta Time during ticks. This means the longer a game runs, and the highe ...
[Link Removed] Collision on mirrored skeletal mesh does not match mesh. (has same position, but different orientation) Also occurs on latest (3827667) Also tested and occurring with Skeletal Mesh ...
Switching the Blueprint Nativization mode to inclusive along with un-checking Event Driven Loader will result in an error when trying to package the project. ...
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 ...
Some information is not retained when compiling an actor if the information was changed via a blutility event. Additional info. Adding a static mesh component to an actor will not be retained on ...