When the CharacterMovementComponent makes the transition from falling to walking, it retains the forward velocity it had while falling. When the character lands on the moving object, its new velocit ...
When using WorldComposition and building LOD for a sublevel, textures of generated Landscape LOD are not correct when the project has forward rendering enabled. The issue is that the material gener ...
Delete an SKM asset Import the original fbx so that a new SKM asset is made in the exact same location in the content browser Apply some metadata tags or confirm that the asset imported with fbx m ...
Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...
As per the steps to reproduce, the Substrate Add node only adds the first Substrate Slab's Emissive value when "Use Parameter Blending" is enabled. Leaving "Use Parameter Blending" unchecked on the ...
In the attached screenshots, the following Animation Sequence assets are wrong: * FX_WST050_pSphereB1_TS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereD_TR_Anim If yo ...
When the camera is outside of a certain distance from a point lights attenuation radius the VSM of that point light stops caching shadow maps. This can also be reflected in the output from the 'r.S ...
Component tags do not register when checked within blueprints. ...
If a child anim blueprint has enough animations to go beyond the view of the asset override editor, the override editor will not show a vertical scrollbar until the window is resized. ...
If you have a small main mesh and use the "Additional Body Part" section of Persona to preview other meshes, they become hidden if the main mesh is out of the camera frame. [NameRemoved]: Can we ju ...