When importing an animation using the same import settings as the imported skeletal mesh it is meant for part of the mesh is rotated 90 degrees around the root. The files that were used to verify th ...
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. ...
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. ...
If the transforms for a blueprint component are changed to "absolute" location and/or rotation, new child blueprints created will correctly show the absolute location/rotation changes, but the child ...
Crash Reporter Link: [Link Removed] User's description in Crash Reporter: Clicked on the + button to GameModeOverride in the World Settings panel. ...
When importing a file from Blender, UE creates the correct number of materials, but the number of textures is incorrect and is being overwritten, and not importing the correct amount. Tested and re ...
The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
From the UDN:When setting the PlayerController input mode to "UI Only", all game inputs are blocked/frozen to their current state, and release (ETriggerEvent::Canceled) is not called on them. Any in ...