When a mesh is declared in a custom component class and that component is added to an actor class, compiling a blueprint based on the actor class will cause the mesh set in the component to vanish i ...
Licensee reports via UDN that automated import via Python of SpeedTree assets does not work The issue is that USpeedTreeImportFactory::FactoryCreateBinary() tries to generate a UI dialog, which is ...
Skeletal mesh merge doesn't support clothing. Looks like we should just be able to duplicate the clothing assets, clear the binding data and use ClothingAssetUtils::GetMeshClothingAssetBindings to p ...
Subsurface scattering is disabled on all OpenGL platforms despite the shaders being properly translated & OpenGL platforms supporting the relevant CPU-side APIs. This also affected Metal for the WWD ...
Animation metadata doesn't seem to properly support metadata with instanced subobjects, and breaks upon recompile when the data is reserialized. This seems similar to [Link Removed] and the other is ...
OpenGL is supported but deprecated in 4.26 OpenGL4 is deprecated, you can comment this back in to add it to your targeted RHI list If you comment this back out you can package for Linux without an i ...
Customer reported this issue in Salesforce. I repro'd this issue in 4.25.3, 4.25.4, and 4.26. Therefore marking it as not a regression. Renaming the variable something like "LifeTimer" does not res ...
When NetworkRemapPath was refactored in 4.26 to support replay connections via the rep graph, the check for duplicate level id on the driver was lost in the new code path. This causes the demo driv ...
Since a player controller only exists on the server and on the owning client, calling a multicast from one isn't really a supported operation. However, this case is still handled cleanly when RepGra ...
Foliage Instance Static Meshes do not affect the Navmesh. I tried changing the Custom Navigable Geometry to 'Yes' & 'Even if Not Collidable' but got the same results. Repro Rate: 4/4 Tested this i ...