Context State Tree Tasks have a configurable default value 'Should State Change on Reselect' which controls whether the task receives a EnterState/ExitState if completion of the current state is fo ...
Linked Asset trees do not transition correctly to Tree Succeeded if using an On Tick transition. The Debugger shows that the transition is triggered repeatedly but no state change occurs. Instead, t ...
See linked UDN for more info. There appears to be an issue with mismatching parents when copying causing this to fail. ...
When opening a map with ISM in place, NavOctree is not updated because the ISM bounds are assumed invalid and the geometry is not taken into account in the navmesh build. The following log output i ...
Context: The Interchange Framework is Unreal Engine's import and export framework. When importing a mesh without collision, collision can be auto-generated. Problem: The problem is when importing s ...
Reported in SF [Link Removed] Client reports that many of their GLB and GLTF files they use appear with visual artifacts when imported to Twinmotion. These artifacts only appear in Twinmotion and n ...
Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...
The PlayerCameraManager->OnBlendComplete() delegate is not getting called when running a game in a standalone network mode without any networking. ...
Scale is used as part of the rotation calculation for transform multiplication, and it can have an effect in the sequence transform origins. It's expected that scale is completely ignored, and shou ...
A licensee has reported that generating a full memreport of a packaged project which uses a texture collection leads to a crash. ...