Incorrect warnings can be given when re-importing Skeletal meshes as FillRecursivelySkeletonCompareData does not use FFbxImporter::MakeName. ...
Before assigning RefSkeleton, FSkeletalMeshMerge::MergeSkeleton calls BuildSockets->RebuildSocketMap->FSocketInfo->RefSkeleton.FindBoneIndex, which incorrectly sets the SocketBoneIndex. ...
BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...
When the scrollbox as the child of multiple retainerboxes, the scroll isn't smoothing. It can see issue with PIE only. If it run with standalone (or package build) is fine. In SScrollBar::ExecuteO ...
by design, animation pose output pins can only connect to a single pose input pin. However, you can circumvent this behavior by dragging off the initial pose node output pin into an empty spot on th ...
In an Android project that intentionally crashes from C ++, the call stack is not output at the time of the crash. Perhaps the function that outputs StackTrace in DefaultCrashHandler of AndroidMisc ...
1. Create HLOD. 2. Set DesiredMaxDrawDistance. 3. DistanceCulling does not work. ...
In USkeletalMeshComponent::ApplyAnimationCurvesToComponent, while InMaterialParameterCurves and InAnimationMorphCurves are independent of one another, if either of them is empty neither is passed on ...
When using the Desktop Forward Renderer and Instanced Stereo Rendering, draws static meshes with decal materials applied differently between eyes in VR. Tested on Oculus, probably not specific to O ...
Using a custom Blend Graph can trigger the ensure Bone.IsRotationNormalized() when source pose is connected to output. ...