AssetManager: PrimaryAssets: Allow PrimaryAssetTypesToScan entries to be extended from plugins to add directories

UE - Foundation - Core - Cooker - Feb 23, 2023

Game.ini:[/Script/Engine/AssetManagerSettings]:PrimaryAssetTypes is an ini setting to specify which PrimaryAssets should be used by the engine during cook to specify which packages gets cooked and w ...

Body Instance property changes made in construction scripts are not applied

UE - Simulation - Physics - Jul 17, 2020

7054614 was submitted to fix an issue with not being able to modify physics properties on instanced blueprints child components. This is related to [Link Removed]. This change causes BodyInstance t ...

LODbias settings appear to have no effect when specified by GPU on android

UE - Platform - Mobile - Oct 3, 2019

When setting the LODbias via the device profile for a specific Android GPU it does not appear to have an affect on the textures when run on the device ...

ApplyAnimationCurvesToComponent doesn't propagate everything to slaves

UE - Anim - Rigging - Aug 20, 2019

In USkeletalMeshComponent::ApplyAnimationCurvesToComponent, while InMaterialParameterCurves and InAnimationMorphCurves are independent of one another, if either of them is empty neither is passed on ...

Procedural Foliage Volume: Simulate() function doesn't work in Blue Print

UE - World Creation - Worldbuilding Tools - Foliage - May 10, 2019

Procedural Foliage Volumes can be resimulated by clicking the Resimulate button. But they can't be resimulated from Blueprints, even if there is a Simulate() function that can be executed. Found in ...

Assess visual lag of the new UV access nodes for pass through camera materials on AR platforms

UE - Platform - XR - Apr 23, 2019

When testing [Link Removed], there seemed to be some visual lag in the passthrough nodes, when compared to the camera feed.  Was not able to test due to [Link Removed] (which is really just a differ ...

Integer Blueprint variables reset the Bitmask Enum setting when the Editor closes

UE - Gameplay - Blueprint - Feb 28, 2019

User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...