When a skeletal mesh component's leader component is set to a poseable mesh component, the application will run into an access violation when it tries to update animation curves and morph targets. ...
LevelSequenceEditor has input priority over the Level viewport and other editor modules even though the Level viewport has been the last one selected. An example would be a cut operation. If you ha ...
When there is a physical material mask asset that has been created and applied to a mesh in the level without having a texture source imported yet, and then "ShowFlag.PhysicalMaterialMasks" is enabl ...
Some animation node such as State Weight and Get Relevant Anim Time Remaining contains state name within in parentheses. But already-placed node does not update their name even thought the reference ...
In Game Input, the buttons for different thumbstick and trigger digital events (i.e. RightStickUp, LeftStickUp, LeftStickRight, etc) can actually fire multiple times in a single frame, even though w ...
The game can crash when one thread clears RunTimeToPSOUsage while another thread is expecting it to contain a PSO it is registering stats for. Thread A: calls CacheGraphicsPSO() Thread B: calls C ...
When importing wav files with a higher bit depth than 16, any cue points on the file are stripped. ...
From this UDN: [Link Removed] The customer reports that this issue did not happen in 5.4. ...
Fix deadlock when skeletal mesh component is shown in the detail panel with physics body section category open and the skeletalmesh is re-importing or doing any other asyc task that need the game th ...
If you import a model containing multiple mesh using the same bones but with different bind pose, the time zero skin result will be wrong. ...