Curves compressed from additive animations will not interpolate correctly if they have two keys in a row with the same value. The second key will be ignored, leading to the curve interpolating earli ...
The grass won't spawn after proper material being applied on the landscape. Even after being forced to be spawned (by reloading the level, for example) the grass will disappear again every time the ...
Adding keys when quaternion interpolation is enabled can lead to unexpected results. ...
[Link Removed] for reference Playing back a sequence shouldn't have buffered samples. We should have a single one, which was built from the sequence. We need to make sure when played back that it ...
If the return value of a trigger goes from ETriggerState::Ongoing to ETtriggerState::None, without returning a ETriggerState::Triggered, then there should be a "cancelled" event that is fired when E ...
Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
Collision boxes become sluggish to move when using higher poly meshes. High poly boxes attached (60 K and 120K tris) Users Video for reference: [Link Removed] ...
If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...