Uncovered while testing [Link Removed] ...
When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame. In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...
Context In Behavior Trees, BT Services can be added to nodes. Those services can have configurable FBlackboardKeySelectors. BlackboardKeys are variables on a blackboard that the behavior tree can r ...
Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions. ...
Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...
When working with beam and ribbon effects in Niagara, Emitter.BeamID is used to fill Particles.RibbonID so that a looping emitter can spawn multiple discrete beams. Emitter.BeamID is assigned by mod ...
When packaging for iOS on a Mac, the default level for a project will always be included in the packaged project even if it was not selected to be cooked and packaged. The expected behavior is that ...
Under some circumstances, a character falling and sliding along a sloped surface may get hung up near the bottom of the surface before actually landing on the floor. This seems to occur when slidin ...
Random Pitch Angle does not properly apply when called within a procedural foliage volume. ...