While attempting to modify the World Align Blend function in order to map decals to a surface based on a world vector input, I discovered the function fails to compile while passing the SceneTexture ...
The FSceneView::Deproject function calls FMatrix::TransformVector4 and passes an FPlane value. TransformVector4 takes in an FVector4 parameter, so the value being passed is implicitly converted to F ...
Enabling the disaster recovery plugin causes a memory leak when importing and editing a large amount of textures. This can result in either a system lockup or a crash. ...
If you replace steps 2 and 3 and add "All Nearby Spawned Actors" first, and then add the Source of "Level Sequence", the animation of the first shot will also be recorded. ...
The licensee wants to record the same number of frames as the animation in "Content/TakeRecorder_test/Grayman/anm/". I thought that increasing the number of frames by 1F on Sequence would solve the ...
I think tessellation will be discontinued in the future, but I will report it just in case. The licensee is not keen on fixing this problem. ...
Currently, the Blueprint compiler will only update references to a reinstanced CDO/archetype object if it falls within the immediate hierarchy of the Blueprint class type OR if it's a component temp ...
In UE5.0 it was possible to paste Tracks from one Animation to another, but from UE5.1 this fails with the message "Can't paste section. No selected tracks to paste sections onto". The attached pro ...
When a NavmeshBoundsVolume or NavModifierVolume is parented to another actor in the outliner, navmesh is not updated along the volume when the parent actor is moved. If the volume is deleted and the ...