This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...
Undoing a child actor's component transform in its Blueprint editor isn't reflected in child actor instances in the level editor. Subsequent transforms are also not propagated after the undo breaks ...
It seems that a simple change from TCHAR_TO_ANSI to TCHAR_TO_UTF8 in UE::FUsdStage OpenStageImpl() fixes the issue. ...
The user has a proposed fix which they said works: Heya, so just to be clear your solution was to change the WinDualShock.uplugin file where the "WinDualShock" module is defined, and make it "Runtim ...
When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...
When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...
LandscapeSplineActors and LandscapeSplineMeshesActors are not behaving as expected in 5.4 or 5.5. Testing in 5.4 the issue mostly seems to stem from issues with the Target Landscape -> Landscape Ac ...
Edit MattK: Not reproducible yet If the editor is open and used for a long period of time without being closed, it stores memory use. After building up a significant amount of resources building us ...
It looks like the BuildEditorAndTools script is no longer copying the (pre-existing in perforce) files from //UE4/Dev-Core/Engine/Binaries/Win64/ to the output LocalBuilds directory, which means the ...