When a Level Sequence’s Camera Cut track with When Finished = Keep State is played, the “original state” is persisted into the PreAnimatedStorage array inside FPreAnimatedCameraCutStorage. From the ...
This is somewhat related to [Link Removed] Closed and was brought up by a [Link Removed] Setting the CVar input.bRespectIM ...
FMovieSceneSkeletalAnimationParams::MapTimeToAnimation takes in an FFrameTime and FFrameRate and is supposed to tell you which frame of animation that evaluates to, when accounting for looping, play ...
An editor-only ensure can trigger during BP compilation when garbage collection cleans up transient components created as part of component replacement. During recompilation, old component instances ...
Using a Light Function Material that contains a Texture Sample and Rotator nodes will cause RHI Validation to fail with the following error: LogOutputDevice: Error: Ensure condition failed: Bindings ...
A licensee reported that Datalayers that are added to UWorldPartitionBuilder::IncludedDataLayers in a custom builder PreRun are not respected. I used the minimap builder to debug the state of t ...
I guess that when the default value of the pipeline is None, the editor will silently pick the skeleton that is in the same folder of where you are importing. If the UI is active you can then force ...
When a Post-Process Material uses the Scene Texture Material Expression, the following code is generated: ``` MaterialFloat2 Local0 = Parameters.TexCoords[0].xy; MaterialFloat2 Local1 = ClampSceneT ...
The problem is caused by FWaterViewExtension::ShouldHaveWaterZoneViewData that prevents the water data from being updated in SceneCaptures. (re: FWaterViewExtension::SetupView) Removing the call to ...
Compiling a specific graph construction generates a compile error and blocks the execution of the graph. Sync to AnimSandbox CL 49645845 See attached picture and attached Control Rrig asset ...