Hi there, It feels like a bug that the interchange generic pipeline is not using user-selected parent material for asset import, since it was working back in UE5.6 then we upgrade the engine to 5.7 ...
Picking a material of a section of a Nanite enabled mesh will not work correctly, while the same picking logic works fine for non-Nanite meshes. On Nanite meshes, the reported section index seems to ...
From an EPS case: --------------------------------- We're seeing a recurring issue where child BP actors are becoming orphaned during any processing that uses UWorldPartitionBuilder. It affects ...
Global parameters disappear from the binding list when a soft object reference is present. Pulling up the binding menu shows nothing for Parameters when there are only object references in the ST as ...
In UGameViewportClient::ProcessScreenShots, when bHdrEnabled is true, the Bitmap array is never filled (the capture code uses BitmapHDR), so ScreenshotCapturedDelegate is never called for any custom ...
USkeletalBodySetup::PostEditChangeProperty will call OwningPhysAsset->RefreshPhysicsAssetChange(), if I modify many SkeletalBodySetup properties in same PhysAsset, will cause call OwningPhysAsset-> ...
A licensee runs UbaAgent on Windows Server Core. This worked in 5.5 and 5.6, but broke in 5.7. After some investigation, they found that UbaAgent took a new (hard) dependency on qwave.dll in order ...
[Link Removed] The workaround is as I posted in the UDN, to override the viewport client or to make a custom slate input mapping to change this behavior. But, there is a bug with that unmapping/l ...
When we perform a retarget from an input pose rather than another mesh, the transforms within the anim bp have already been conformed to the target mesh by translational retargeting and compatible s ...