We need to support geometric transform for meshes when importing skeletalmesh ...
Consider an actor defined in C++ with "bIsSpatiallyLoaded" set to true (the default), and a derived blueprint that overrides "bIsSpatiallyLoaded" to false. Now consider an actor instance of that blu ...
Deferred desktop renderer does not function correctly on visionOS. It did work in 5.4. One problem is the r.XRMSAAMode setting forcing 4 samples even when not using msaa, but there are other probl ...
Velocities are not being cleared when physics simulation set to false. ...
When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...
The ResavePackages commandlet can be used to batch resave assets. The ResaveClass and IncludeChildClasses options let one resave all assets of a specific parent class. The problem is that blueprint ...
In Game Input, the buttons for different thumbstick and trigger digital events (i.e. RightStickUp, LeftStickUp, LeftStickRight, etc) can actually fire multiple times in a single frame, even though w ...
StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...
Added context from dev support ticket:The crash occurs because FDelegateProperty::Serialize accesses a dangling SignatureFunction pointer. Given that its derefencing dangling pointers the specifi ...
FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData. When calling ApplyToComponent() the SceneComponentInstanceData version will be c ...