When exporting an object or camera with more then once section we currently only just export the first section, not the result of any blended/ overlapping sections or even adjacent sections. See ...
We need to add a flag to let the importer know ifa collision was generate by the importer or by the editor so the editor collision can be restored properly ...
In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...
A replicated actor placed in a map with a negative scale value becomes inverted when scrubbing a replay. ...
Once a static mesh have generated LODS, the only lightmap index value the static mesh editor's UI accepts is 0. We should be able to set the index to any value between 0 and 3 as long as there are ...
When playing a replay with DemoPlayTImeDilation set to 5, and jumping around the timeline using GotoTimeInSeconds(), the play back can break, with game actors freezing and violently shaking. It seem ...
If you scrub past an animation with keep state, and scrub into an animation with defaults everything is fine. When you scrub back to the animation with keep state, the animation breaks, until there ...