When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame. In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...
Deadlock in Chaos during PIE; the main thread is in USkeletalMeshComponent::HandleExistingParallelEvaluationTask waiting for a task to complete, and a worker thread is running that task and is in US ...
Currently some (if not all or most) foliage CVars affect both foliage and HISMC. It would be nice to split this so that users can change the values of one without affecting the other. ...
The user also describes not being able to tell the difference between a force feedback value of 0.3 and 1,0 on iPhones Note: This is likely an issue somewhere in FIOSInputInterface::SetForceFeedb ...
This does not just work with BaseColor, you can affect any of the outputs by connecting something to a disconnected CreateMaterialAttributes. ...
When scaling down the character in the Game Animation Sample to 0.1 (Actor Scale or Mesh Scale), the lower body becomes crouches, not taking into account the difference in pelvis and foot difference ...
If Entering sleeping state and applying external force are same time, the external force is nullified and the vehicle stops immediately. p.Chaos.Solver.SleepEnabled 0 or __ setting SleepLinearVel ...
Found in 2.0.0.118621 (R200). It appears that the combination of Feature detection - High and Use mosaic images as feature source during .zfprj LiDAR import - Yes. causes a crash. Outcome: RS ...
The ObjectScale node does not output the correct values in the material editor. This method works to tile images with a Surface Material Domain on a basic plane, but does not work when using it with ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...