Vertex Painting changes collision complexity if the asset is saved while vertex painting. The collision change is set to "Use Complex Collision as Simple". If this is intended functionality there sh ...
A crash from bad memory access can happen when clearing the textures in a Texture2DArray asset. This appears to be because the order of operations when deleting the platform data is: ``` if (Privat ...
When setting a project to only use dynamic lighting with the console variable r.AllowStaticLighting=false, the rendering of a Skeletal Mesh in Persona is corrupted. r.AllowStaticLighting=False: in ...
The first problem noted in this Answerhub post: First one is that static shadows from stationary directional light are completely broken. Screenspace buffer that should contain static shadows is ju ...
CoreSymbolication.framework has moved, likely into the system library cache. The function, FApplePlatformSymbolication::EnableCoreSymbolication probably needs to be updated in order to accommodate.d ...
Alternative you can follow these steps to reproduce 1. Create a new project with ray tracing enabled 2. Activate the groom plugins 3. Import a groom asset into the scene 4. Add any light type to the ...
The visibility flag is reset to true in UGeometryCollectionComponent::UnregisterFromISMPool. This function is called from BeginPlay. Only when ISMPoolActor is not being used, the following worka ...
When an actor is attached by the root to a bone of a skeletal mesh through the use of the "AttachToComponent" function in code, it will not follow animations when being recorded by the Sequencer Rec ...
When attempting to add a custom component to a blueprint at runtime using the Add Component function, if you give the component an exposed variable, it will ignore whatever target you specify and ad ...
Attempting to bind an event to OnPerceptionUpdated results in an error in Blueprints. It seems that this is caused by the TArray in the function signature not being a constant reference. Current co ...