After the gizmo is detached, if you click on it to use it, such as translating the object with the translation widget, then the gizmo snaps back to the object in the Viewport. Based off of [Link Re ...
Attempting to call SetPhysMaterialOverride() in a component's C++ constructor causes the project to crash when opening it in the Editor. ...
Anim Notify Blueprints are included in Packaged builds of the editor even if they are not referenced. This does not occur with other Blueprint classes, such as Actor, although it may with some other ...
This leak occurs in Test builds, but not in Development builds. Updating InstancedStaticMesh with UpdateInstancedTransform every frame causes a memory leak. This screenshot was taken using Mempr ...
Seems like we are probably just missing a metadata check when drawing the details of the actor instance, and it is only doing the check for drawing ActorComponent details. ...
We recently hit a situation where some actors would suddenly teleport across the map when they were modified in the editor. We figured out that the AttachParent of some actors got reset on editor l ...
When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...
Parameter collection overrides defined in the Niagara system's System Properties do not work. In FNiagaraSystemSimulation::GetParameterCollectionInstance the return value of GetParameterCollectionO ...
Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...
When user sets their texture compression to BC7 while the project settings are set for Platform to only be Windows and use only DX11 this will cause any textures with this set to cause a crash when ...