The bTickAnimationOnSkeletalMeshInit should prevent a game thread update of the anim instance on the frame that a mesh is spawned. However, a bug in RefreshBoneTransforms is resulting in a game thr ...
Context CharacterMovementComponent can be set in the NavWalking mode so that on the server the characters move using the navigation mesh as floor. This helps performance when the nav mesh is more c ...
When reparenting blueprints and both the old and new parent blueprint contain a subobject but with different values on it, the reparented blueprint doesn't correctly inherit values from the new pare ...
Fix deadlock when skeletal mesh component is shown in the detail panel with physics body section category open and the skeletalmesh is re-importing or doing any other asyc task that need the game th ...
If you import a model containing multiple mesh using the same bones but with different bind pose, the time zero skin result will be wrong. ...
LevelSequenceEditor has input priority over the Level viewport and other editor modules even though the Level viewport has been the last one selected. An example would be a cut operation. If you ha ...
Using GeoMerge on fragments of a GeometryCollection (GC) will create a new single particle while removing the old particles, but although you end up with less particles, the disk file size of the GC ...
The ChaosCacheManager (CCM) changes the bSimulatePhysics flag from the ObservedComponents and, if deleted, the change will persist, what can lead to confusion as observed physical entities will inad ...
There are options on both landscapes and HLOD layers that when enabled, performs the culling of invisible HLOD vertices (parts of HLOD meshes ending up below the terrain). The option works fine w ...
Requested by UDN : https://udn.unrealengine.com/s/case/500QP00000RyWvAYAV/requesting-an-engine-mod-to-access-certain-landscape-texture-patch-properties-in-blueprints-via-getters?fromCase=1 ...