Additive animations that use a frame from their own sequence as a base pose are initially broken when retargeted. Users have to refresh the properties that select the base pose in order to fix the ...
Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level. The licensee has encountered this in Unreal 5.4 and ...
When Vertex Animated Texture is used to animate a mesh with World Position Offset, often the Max World Position Offset Displacement Material setting must be increased or the Bounds Scale increased, ...
Tested regression against //UE5/Release-5.4 @ CL35576357 and the issue did not occur. This is a confirmed regression.[Image Removed] Jira Bot attaches conversation thread from Slack [Image Removed]D ...
I would like parity with legacy: 1) only one material 2) socket to be imported Box_Socket file imports same in legacy and interchange: it is just box and socket without collision. ...
There is an issue when setting a Static Mesh inside a blueprint that it is referenced by another blueprint with more than one child actor. An ensure is triggered inside the engine, and there is a ...
There appears to be a bug relating to rendering multiple windows that can trigger under unknown circumstances. It has been reported on rectangle lights in the forums and on PostMotionBlur materials ...
StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...