Following code works as a workaround void FClusterUnionManager::HandleAddOperation(FClusterUnionIndex ClusterIndex, const TArray<FPBDRigidParticleHandle*>& Particles, bool bReleaseClustersFirst) ...
This issue occurs when a static function is created and has a struct parameter that has a delegate exposed to blueprint. When using the helper function in blueprint after having used "Split Struct ...
From customer: Hi there, I stumbled upon a bug where the display units as set in the Project Settings under the Editor Appearance category for properties were not getting displayed properly and was ...
When pressing the "Show Inactive" button in the material instance editor, all material parameters are supposed to be displayed in the EditorUI. This is not the case, only some of the parameters are ...
A licensee is reporting that using a loading screen with the incremental garbage collector can result in a dead lock when a loading screen is displayed. The licensee found out that: -------------- ...
When a Nanite skeletal mesh has a virtual bone the engine can crash when changing LODs ...
FGeometryCacheStreamingManager::RemoveGeometryCache calls FlushRenderingCommands which shows up as a hitch when profiling. [Link Removed] Ideally the flush added in CL#23782411 to fix a rare deadl ...
From customer: "In the StaticMesh Export option, when bExportSourceMesh is set to True, exporting StaticMesh Assets and importing them into DDC tools such as 3dsMax or Maya results in the UVs being ...
If 'Enable Physics Interaction' is disabled, the player can still interact with physics objects User Description: I have a Bus Vehicle with custom physics (skeletal mesh). So I can walk through th ...