The necessary conditions to trigger the issue: The WorldPartionHLOD actor to rebuild must reference a packed level actor The packed level actor must be loaded in the map when rebuilding the HLOD ...
In UGameViewportClient::ProcessScreenShots, when bHdrEnabled is true, the Bitmap array is never filled (the capture code uses BitmapHDR), so ScreenshotCapturedDelegate is never called for any custom ...
When a groom is allowed to simulate, only the strand representation computes correct world normals for the new hair strand positions. This is especially noticeable when the groom is inverted as grav ...
Context Recast lets you configure multiple agent types in Project Settings > Navigation System > Supported Agents. When agents have unique settings such as agent radius, building a nav mesh results ...
Separate out GameApplication onCreate additions always needed vs non-PSO processes by adding <GameApplicationOnCreateAdditionsAlways> for current case and moving <GameApplicationOnCreateAdditions> t ...
The following functions have been found to perform unchecked casts of the pawn's "UpdatedComponent" to class UCapsuleComponent, possibly resulting in crashes:UFloorQueryUtils::ComputeFloorDist()UGro ...
When generating a Control Rig from a Skeletal Mesh that contains “skel” in its name—or uses it as a prefix (i.e. skel_test)—Unreal Engine crashes. The crash occurs both when using the native Creat ...
I guess that when the default value of the pipeline is None, the editor will silently pick the skeleton that is in the same folder of where you are importing. If the UI is active you can then force ...
I am getting a CO compile to hang indefinitely while compiling. It seems to be caused by the optimization in LocalLogicOptimiserAST that tries to convert 3+ conditionals into a switch statement. It ...