After clicking 'Create StaticMesh' button on an Procedural Mesh Component, and saving the mesh, the created mesh has bad tangents. Included in the attachments, is a test project with a parallax mate ...
Context Reference Viewer can be used to view references between assets. There is a setting 'Show Management References' whose tooltip implies that references via PrimaryAssetID should be findable t ...
A crash occurs when Nanite override material instance is used in a project with Ray tracing enabled where: 1 The Material assigned to the static mesh uses Deferred Decal / Translucent and the Nani ...
When connecting to SVN source control on Mac, I am unable to submit new assets to Source Control using the File > Submit to Source Control method or through the Source Control > Submit to Source Con ...
On restarting from Virtualizing, any parameters set previously on a MetaSound are ignored and the MetaSound restarts with the default values. This does not behave this way with Sound Cues, in which ...
Functions called in the destructor are not being called properly. Setting a call to AddOnScreenDebugMessage is displayed at the start of PIE rather than when the actor's destroy is called. ...
When the player is controlling a Character actor, using the CharacterMovementComponent (CMC), unexpected movement corrections will occur while standing still on a movement base that is rotating. ...
When creating a GameplayEffect, modifiers can tag requirements for the Source and Target tags. For Duration gameplay effects, these tag requirements are checked from FAggregatorMod::UpdateQualifies ...
Using the AND and OR nodes in blueprints will evaluate the second argument even if the first is enough to pass/fail the condition. Using the AND node where the first argument evaluates to false sti ...
I had to force quit the editor when it was taking too long to shut down, and it appears some assets got saved incorrectly. Probably nothing that can be done about the assets being saved incorrectly ...