Enabling Collision on a Spline Mesh component with a Static Mesh assigned causes an assertion to fail while executing in a package. This does NOT occur if you play in editor. Repro Rate: 4/4 Teste ...
The mesh painting mode appears to no longer work on splines, as the vertexes seem to have all vertex colors at 1, 1, 1, 1 by default, and can't be removed or painted anything else. ...
Reported in UDN: [Link Removed] Reimporting a static mesh asset from an FBX file causes collision to disappear on spline meshes referencing the static mesh asset. In investigating this so far, I ...
Reported in UDN: [Link Removed] Reimporting a static mesh asset from an FBX file causes collision to disappear on spline meshes referencing the static mesh asset. In investigating this in 4.27, I ...
It is possible to create spline logic that will not be detected by infinite loop detection. Also hangs if executed in Event Graph on Begin Play. If saved but not compiled and placed in Editor Star ...
From licensee: "[...] it seems that regardless of our settings and how far away the control spline is from the landscape edge, one corner of the landscape will always be impacted by the falloff and ...
An ensure occurs when setting Bone Axis to None on a Spline IK node. This doesn't occur with any of the other options for Bone Axis. ...
Rendering artifacts when using spline meshes with Vulkan enabled. Recent Nvidia drivers may be required for repro. (Users version: 441.66 , My Local Version: 441.12) Confirmed in MAIN 4.25 @ CL 11 ...
When creating and declaring a Spline Component in code, placing an instance of a blueprint derived from that class in the level causes a failed import message to appear upon restarting the level. ...
Merge Actor still can create incorrect collision when using merge actors to some spline mesh. This seems to be a mesh dependent issue. If I use different meshes for the spline mesh, the collision se ...