The explanation from the licensee seems pretty comprehensive. Text from the UDN: We've been trying to run fixupredirects via the resavepackages commandlet, but noticed that the OFPA assets were no ...
Since 4.22.2, the Early Z-pass flags are being ignored, resulting in the number of draw calls to increase. Tested in 4.21.2 (CL - 4753647), 4.22.2 (CL - 6574378), 4.23 (CL - 6925347) ...
When importing the attached FBX file with only Animations, the editor will crash. The Same asset will import without error in 4.9.2 Crash Reporter BUGG: [Link Removed] ...
Request for an Actor Components Blutility 'Call In Editor' events to be accessible from derived class. It would also be expected to see the Blutility dropdown selection and Run button in the actors ...
Error message: Assertion failed: TrianglesMade==2 [Link Removed] [Line: 373] Source Context: 360 { 361 FTriangle NewTriangle(A->Vertices[1],A->Vertices[2], TestPt); 362 ...
Attempting to get the Relative Location of a component that once simulated physics, but has been dynamically set at runtime to not simulate physics returns the World Location instead until the actor ...
The licensee has shared the following workaround for modifying NiagaraMeshVertexFactory.ush. struct FVertexFactoryInterpolantsVSToPS { TANGENTTOWORLD_INTERPOLATOR_BLOCK #if USE_PARTICLE_SUBU ...
Assigning a Parent Socket of a component in a child bp also changes that socket for all children and the parent, then resets to the parent default on restart Description: Yesterday i noticed that ...
The scene capture will revert back to the Character BP that is placed in the level when player 2 is not moving. When they are moving the scene captuer will show correctly. You can get around this ...
In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...