Importing custom pre-triangulated UCX collision data, can modify the topology of the mesh producing an inaccurate collision shape. ...
Tessellated Materials Displayed as 0 in Shader Complexity ViewMode. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8588088 ...
Adding a Bind Event node in different ways can create nodes with identical names (Bind Event to <Dispatcher>), but under the hood they are actually different nodes. Easiest evidence is that they ha ...
In splitscreen, Material node SphereMask causes Material Billboard to only be visible to first player's viewport. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8557439 ...
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 root motion onto a transform creates a new absolute track, which can blend unexpectedly with existing transforms. ...
This issue only occurs on iOS and does not reproduce on Windows or Android. I have seen that the SceneDepth value of the DepthFade node may not be compared correctly. ...
In non-editor builds UAnimInstance::GetInstanceTransitionTimeElapsed always returns 0.0f. This is caused within FAnimNode_StateMachine::Update_AnyThread due to: #if WITH_EDITORONLY_DATA NewTra ...
"This ensure is intended to catch regressions where rendering programmers add a loose parameter to LocalVertexFactory, breaking dynamic instancing on regular static meshes. InstancedStaticMeshes c ...