The Nanite information and views from the Static Mesh Editor are not available to Nanite Skeletal Meshes in the Skeletal Mesh Editor. ...
A licensee reported occasionally triggers an ensure during automation testing, potentially when the GameThread flushes Visual Logger via FVisualLogger::Flush() and an animation worker thread executi ...
The common animated switcher will currently flicker for one frame when its transition animation completes if global invalidation is enabled. This appears to be caused by a visibility change (HitTest ...
LOD Group is not properly set when changing the setting in the static mesh editor. When the LOD Group is changed and the confirmation of overwrite message is cancelled it will still set the LOD Grou ...
Increasing the intensity of a Normal Texture on a colliding surface will cause the collision of GPU particles to behave strangely, looks to be falling through floor, when you are using a Constant Ac ...
Attaching a Skeletal Mesh by setting it's Parent Socket causes the mesh to be offset and rotated User Description: I still need to test using the BP you recommended. I tried again using the charac ...
If a struct has a variable of type Margin and a data table is created based on the struct, the Margin variable will not be editable while collapsed within the data table. ...
Spawn Actor from Class does not accept new values to exposed variables that are altered upon spawn. ...
Even after assigning associated bones and mesh to the module, the emitter is spawning a number of sprites at the emitter origin. See Picture Attached This may be related to an earlier reported iss ...
The DefaultSceneRoot's tooltip claims, "Adding a new scene component will automatically replace it as the new root", but this is no longer true in 4.8 and 4.9. Instead, the DefaultSceneRoot remains ...