Multiple vendor's asked if there could be a way to programmatically set the created OCIO config for a viewport and select the source/dest settings as well and enable/disable the config. The curren ...
From UDN : we are spawning a number of characters at the same time during the game, and seeing a major framerate hitch when we do so. After the characters have been spawned, we use SetSkinnedAssetA ...
Fix is found in licensee’s pull request:https://github.com/EpicGames/UnrealEngine/pull/10333/files ...
User reports: I've noticed a bug with PlayMontageAndWait There are 4 possible triggers when a Montage completes:OnCompletedOnBlendOutOnInterruptedOnCancelled Once OnBlendout has been triggere ...
This seems to be caused by the following:The struct, which has an actor reference property as well as some other properties, implements its own NetSerialize function.When the actor reference propert ...
from licensee:"Expected behavior: The LOD selected to be edited should be saved correctly, allowing different remesh results to be saved as different LODs of the same mesh, _i.e. remesh with 1 cm t ...
Running a Screenshot Functional test, is causing an engine crash. By attaching a debugger to it, AScreenshotFunctionalTestBase::PrepareForScreenshot() is reached and GEngine->GameViewport is null, ...
When double click splines point tangent, the editor will crash. This issue related to [Link Removed], it didn't care about double-click case. Workaround: void FEditorViewportClient::ProcessDoubl ...