It seems that the debug skeletal mesh in the anim blueprint preview can end up playing the incorrect anim sequences. This happens when a sequence player, with the anim sequence specified via proper ...
The Ellipsis overflow method on text widgets can cause an ensure to trip as a result of a render batch being sent with no indices. We could guard against this in SlateRHIRenderingPolicy by checking ...
Level Sequences can reference many actors, but the references are not solved if the actor is not in the same Level Instance as the one the Level Sequence is being played from, or the root level from ...
Even if we support double precision numbers at core, it's impossible to enter a small number in the numeric fields. It makes sense for floats and avoids bloating the UI, but I remember a discussio ...
When the viewport is in Top (ortho) Lit mode the near plane clips through geometry as you zoom the view in and out. ...
Dragging a BP actor containing a child actor component of an actor class with a static mesh as its root component into the scene viewport will cause artifacts and hit SceneData.AttachmentCounter.Get ...
The adding of terrain tiles eventually results in a reallocation of the landscape and something becomes de-synchronized between the water system and the landscape system resulting in the deformation ...