Calling SetKeyTime in iterating KeyHandlesToIndices array can modify the array order, so it breaks the iterator. Perhaps ShiftCurve also has the same problem. Here is a work around: void FIndexedCu ...
r.MotionVectorSimulation 1 should simulate motion vectors when cutting cameras, but this appears to be broken on some loops. ...
When jumping in the first person template project, the "is in air" animation continues to play after landing. Solution: Switching out the "FirstPerson_JumpStart Asset" node for the "FirstPerson_J ...
So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...
This ticket is to add the safe workaround for 4.23.1, with a more optimal fix coming in 4.24. ...
This artifact does not occur when Lumen is disabled. Also, moving Roughness closer to 1 will reduce the effect. ...
The Section reference in ISequencerSection::GetSectionHeight can be in the process of garbage collection during an undo of a section addition- this causes things like GetTypedOuter<UMovieSceneTrack> ...
UActorComponent has hideCategories=(ComponentReplication) set in the UClass macro preventing uint32 bReplicates:1; to be set as a default setting. ...
Dragging and dropping a number of static mesh components should make them siblings, not children of one another in a random order. ...
This is not a regression as it does occur in //UE5/Release-5.1 @ CL 23901901 Repro Rate: 3/3 times ...