Creating a montage from a default frame rate and rate scale sequence reports 1 less frame than the sequence. The difference is a result of UAnimSequence overriding UAnimSequenceBase::GetNumberOfFram ...
Importing custom pre-triangulated UCX collision data, can modify the topology of the mesh producing an inaccurate collision shape. ...
This issue is reproduced on mobile devices. According to the information from the licensee, it occurs with the following settings.[Link Removed] When executed, the following warning is displayed."L ...
Setting up root motion in a sub instance to RootMotionFromEverything seems to cause the sub instance to evaluate, and override the notifies of the animation that was playing, which prevents the noti ...
We are having a display issue with tiled landscapes displaying well below full tessellation in editor, but displaying fine in game. We can "fix" this issu by unchecking "Use Default Falloff" in deta ...
ClearMotionVector does not clear cloth velocity that causes temporal AA or motion blur. ...
During run-time of a no editor development build using chaos, errors with GeometryCollectionDrawComponent are logged and Geometry Collections remain floating in the air, not fracturing as expected. ...
Mesh paint is for painting the vertices of a mesh, but in part uses physics collision queries to detect hits and search for vertices. (see FMeshPaintGeometryAdapterForSkeletalMeshes::LineTraceCompon ...
In UCharacterMovementComponent code such as PhysFalling, RestorePreAdditiveRootMotionVelocity is called before FVector OldVelocity = Velocity; leaving OldVelocity in a pre-additive state making furt ...