The orientation warping node breaks incoming poses where bones are already in component space. This is because, in EvaluateSkeletalControl_AnyThread, we are repeatedly setting bone transforms direc ...
When a blueprint's component hierarchy is changed by changing a child component's mobility value to Static while deleting its parent component which has Movable mobility, levels saved with an outdat ...
From an EPS case: --------------------------------- We're seeing a recurring issue where child BP actors are becoming orphaned during any processing that uses UWorldPartitionBuilder. It affects ...
UnkownRef Mips is meant to fix/workaround the problem where some textures are used for rendering but they don't have any component references them (such as texture used by PP effects) These UnkownR ...
ISourceControlProvider::RegisterStateBranches(...) doesn't reliably warn on conflicts ISourceControlProvider::RegisterStateBranches(...), specifically FPerforceSourceControlProvider, is supposed to ...
Note that this bug potentially also affects a wide variety of material / geometry setups; however, a translucent wireframe setup is currently the main reproduction case. The issue may also be notice ...
In some situation, Slate tries to secure incredible amount size data and run out of memory. This happens a cell having very long and complex serialized text appears on the editor and it is placed to ...
Note: This affects all versions from at least UE 5.3, including mainline latest. The "Animation" Editor Mode allows creating constraints for level actors. One of these, the "Parent" constraint, con ...
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 ...
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 ...