NumNonClothingSections logic is bad

Tools - MeshEditing - Jul 26, 2019

We use the NumNonClothing section number to iterate in the sections, this is an error if the cloth sections are not at the end of the sections array. See the following picture of a search on NumNonC ...

Broken assignation of materials when merging meshes

Tools - MeshEditing - Jul 18, 2019

See the following UDN for a good visual explanation of the bug: https://udn.unrealengine.com/questions/512811/view.html Seems like this was introduced around CL 5639656. ...

UV merging issue when merging meshes with multiple materials

Tools - MeshEditing - Jul 15, 2019

See https://udn.unrealengine.com/questions/505632/view.html for more details Repro: -Have a mesh with 3 sections and 3 materials, assign section 1 to material 1 and section 2&3 to material 3. -Pla ...

Merge Actors with assigned same material to multiple slots causes an assert

Tools - MeshEditing - Jun 20, 2019

[Image Removed] [Image Removed] ...

Reapply removed bones appears to cause Reduction settings to be removed/disappear

Tools - MeshEditing - Jun 17, 2019

If changes are made to the reduction settings of a skeletal mesh and then bones are removed via the "Bones to Remove" array. Then the reduction settings will disappear/get removed ...

The engine crashes when adding a new brush at newly created level by a specific way.

Tools - MeshEditing - Jun 17, 2019

issuesFBSPOps::csgAddOperation returns null if BuilderBrush has no valid polys.The creating level on content browser never calls "UEditorEngine::InitBuilderBrush(NewWorld);". But "New level" button o ...

Gaps/holes can appear in LODs that were generated in the editor

Tools - MeshEditing - May 1, 2019

When generating LODs in the editor some meshes can appear to have tears/ holes ...

Procedural Mesh Component 'Create StaticMesh' Function corrupts mesh tangents

Tools - MeshEditing - Oct 25, 2018

After clicking 'Create StaticMesh' button on an Procedural Mesh Component, and saving the mesh, the created mesh has bad tangents. Included in the attachments, is a test project with a parallax mate ...

Blueprint Static Meshes lose Vertex color information in Standalone/Release

Tools - MeshEditing - Sep 21, 2018

In the editor, vertex information can be painted on static meshes that are part of a blueprint. When testing by playing in “Selected Viewport” the painted vertex information is correctly saved and d ...

Create Blocking Volume from multiple selected Staticmesh actors in viewport generates messed volumes

Tools - MeshEditing - Aug 7, 2018

The result unexpected: The collision volume shape generated was just strange and much bigger than it should be Expects: The collision volume generated should wrap up group of actors and right fit t ...