When "Sequencer.ThreadedEvaluation.AllocationThreshold 8" is initiated, characters in a level sequence that have “Swap Root Bone Actor” activated on their animation will begin to slide very fast acr ...
In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...
When adding an entry to a TMap using UE's property editors, in most cases the new entry comes with a default-initialized key (if such key already exists, the insertion fails). The case of a UENUM de ...
When calculating LOD for instances on GPU in NaniteCullingCommon.ush we use:float RadiusSq = length2(LocalBoxExtent); This doesn't exactly match the CPU logic for static mesh component LOD select ...
With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...
Only the first selected spawnable actor binding will have its class changed when selecting 'Change Class' from the right click menu. ...
In a mesh asset, setting Navigation>IsDynamicObstacle=true will make the Navigation / Cylinder Collision projection appear in a wrong position. As described in the case, the fix should reside in Na ...
When a level sequence animates level visibility as well as skeletal animation on an actor within that sub-level, restoring state will first unstream the level, which will unregister the skeletal mes ...
A crash occurs when LevelInstance with LevelBehavior set to "Standalone" is loaded in a standalone game. Specifically, when LevelInstance is deleted by moving outside the loading range of the worldp ...