Currently, the Control Rig Editor allows the user to use the "Instanced Struct" type, for example for a variable or function input/output. However, this type does not seem to be properly supported ( ...
When ignoring the pawn capsule on a character, yet having collision on the mesh, you still fall through the world because it ignores the mesh collision settings. From User: It seems to be infuriati ...
There is a bug in the fbx curve import code where we do not multiply the tangent by the scale parameter. Only the key value is currently scale. In 4.25 there was a hardcoded 0.01 scale but it was w ...
We're aiming to set up LT - action 1, RT - action 2, LT + RT - action 3 here. I don't think this is supported via chording at present. You'd need to handle it manually (probably via adding/removing ...
In UE4 (using DX11), WmfMedia was able to play .mp4 files by default. However, WmfMedia doesn't support playing .mp4s in DX12, which is what is used in UE5. Electra can handle playing .mp4s in UE5, ...
When attempting to get the vertex color of an instance of of a static mesh that is painted after placing it in the World Viewport. The Editor crashes returning an "Unhandled Exception". The cause o ...
In the RigidBody anim node, if the user enables collision while Component Space Simulation is enabled, there will be warnings in the output log saying:Warning Trying to use world collision with comp ...
This is a regression tested in //UE4/Release-4.27 CL#18319896 GPU Lightmass ignores IES Profiles on Static Lights while building lighting. Tested with different Global Illumination and Reflection s ...
The appears repeatedly in the log:[2017.07.12-14.57.06:022][ 4]LogHMD: Initializing OVRPlugin session [2017.07.12-14.57.06:652][ 4]LogHMD: Setting user focus to game viewport since session status ...
When outputting with Custom Render Passes, the Render Pass is automatically added at the end of the output frame file name. We have a few variables that we can control in the FileName Format sectio ...