Skeletal Mesh motion vectors are output only for the last sample of Spatial Sample Count, while Static Mesh motion vectors are output in all samples. UDN: [Link Removed] Slack thread: [Link Remo ...
This seems to occur because the original listen socket is still around when the instance tries to create the new one, even though it has been marked for deletion. The issue does not occur when FStea ...
A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
When doing a static mesh to skeletal mesh conversion where the source object is an OBJ, if recompute normals or tangents is on, then the resulting normals and tangents will be broken. ...
The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
If there is a texture parameter within a specific material attribute stream in the base material and also within the base material layer, they must have the same parameter group otherwise the parame ...
A memory leak occurs in global distance fields when bDisableWorldRendering=true As a workaround until this is fixed, you can disable the logic that checks bUpdatedThisFrame *in *GlobalDistanceField ...
When snapping for frames is turned on, dragging an anim notify state does not result to being snapped on a frame. ...