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 ...
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, ...
Enabling Collision on a Spline Mesh component with a Static Mesh assigned causes an assertion to fail while executing in a package. This does NOT occur if you play in editor. Repro Rate: 4/4 Teste ...
The mesh painting mode appears to no longer work on splines, as the vertexes seem to have all vertex colors at 1, 1, 1, 1 by default, and can't be removed or painted anything else. ...
Reported in UDN: [Link Removed] Reimporting a static mesh asset from an FBX file causes collision to disappear on spline meshes referencing the static mesh asset. In investigating this so far, I ...
Reported in UDN: [Link Removed] Reimporting a static mesh asset from an FBX file causes collision to disappear on spline meshes referencing the static mesh asset. In investigating this in 4.27, I ...
It is possible to create spline logic that will not be detected by infinite loop detection. Also hangs if executed in Event Graph on Begin Play. If saved but not compiled and placed in Editor Star ...