When the USplineComponent::GetDistanceAlongSplineAtSplinePoint() function is called, the value returned is not accurate if the point approaches the range of 0 - 10 % or 90-100% of the spline. ...
Spline points are lost when compiling BP component. Component is used in PlayerCharacter. Spline Actor Casts to PlayerCharacter and calls a function on this component. Workaround: Open BP_SplineAc ...
Crash when moving landscape that contains a landscape spline to another sub-level. User Description: The Editor crashes on copy and pasting a landscape spline over to another Level. Always rememb ...
Crash occurs when compiling an animation blueprint with a Spline IK node. This seems to occur only with the Start and End Bone settings set a certain (perhaps incorrect) way. In the example given, ...
Body elements of a Paper Terrain Spline Data Assets do not have collision. When the second handle is dragged to lengthen the spline, only the Start and End Caps show collision. The end cap will show ...
The UV coordinates for visualizing the mesh painting texture on Nanite spline meshes are not working correctly. This runs the code in the NANITE_VISUALIZE_MESH_PAINT_TEXTURE section in NaniteVisuali ...
Licensee found that in 5.4 the spline component when edited in editor, no longer triggered the construction script potentially breaking their art pipeline. The licensee mentioned the cause is likel ...
When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...
When double click splines point tangent, the editor will crash. This issue related to [Link Removed], it didn't care about double-click case. Workaround: void FEditorViewportClient::ProcessDoubl ...
The debug render collision for spline mesh components using a mesh with complex collision is incorrect and is not updated to reflect changes in the mesh's deformation. The collision response itself, ...