CopyFile function in CommandUtils.cs assumes that an exception will be thrown if the number of retries is exceeded, but the loop condition prevents it from being thrown. Following fix works:publics ...
Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...
Spawning an actor with Chaos cloth causes a hitch when LODs or Self-Collision are enabled on the cloth. LODs and Self-Collision seem to compound the issue. Self-Collision requires a collision simul ...
In [Link Removed], it mentions that only the instance in the editor viewport supports switching to Simulate In Editor when running multiple instances in PIE. However, rather than showing that instan ...
View Frustum and Occlusion culling do not appear to work for Planar Reflections though the stats in PIE seems to indicate otherwise. I've attached two gifs showing View Frustum and Occlusion chec ...
Material Parameter Collection parameters only return default values when drawn to a Render Target This does NOT happen when drawing a material using a non-MPC parameter. To test this:Open Actor_BP ...
Several issues have been reported within the ParseHistoryResults method from PerforceSourceControlOperations: 1. Any Records that share the same filename will only display the last record with that ...
[Link Removed] The UseBorderlessWindow setting appears to not be implemented on Mac. We currently only apply the NWWindowStyleMaskBorderless style for tooltips and other "irregular" windows, so w ...
The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
According to Licensee this problem seems to be caused by the time to sample the data. By changing the time to frame number, the import seems to be successful. \Engine\Plugins\Experimental\AlembicI ...