Changing the rotation of an instanced static mesh by 90 or 180 degrees creates a small space in between meshes. ...
Licensee reported issues with ProceduralMeshComponent, which were solved by changing the plugin loading phase from Default to PreDefault. Also reports unspecified issues with running game builds. ...
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. ...
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 ...
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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 ...
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 ...
When generating LODs in the editor some meshes can appear to have tears/ holes ...
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 ...
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 ...