Sometimes it's not catching certain polys as vertex paint targets. Looks like it happens when there's more than one layer of forward facing geometry over the highlighted area, and it just takes the ...
Using a custom #define as the coniditon for an #if / #endif that encapsulates a UFUNCTION that is marked as BlueprintCallable will prevent it from being visible in blueprints despite the #if resolvi ...
When using the camera actor and modifying the rotation values, the values made in the print string do not seem to match the actual values of the camera's rotation. The values appear to be close, but ...
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. ...