VertexInterpolators allocate unused params which generate extra shader ops

UE - Rendering - Materials - Feb 17, 2022

As a follow up on this: https://udn.unrealengine.com/s/question/0D54z00006yxUdXCAU/vertexinterpolators-problem VertexInterpolators are added to the HLSL code even if unused and you demand the HLSL ...

Key Interpolation method is not saved when calling the color picker by key editing of Sequencer

UE - Anim - Sequencer - Feb 17, 2022

The problem is that the interpolation method is not saved when editing the Vector Parameter. ...

Add a way to have BlueprintInternalUseOnly Async nodes placed via keyboard shortcut

UE - Gameplay - Blueprint Editor - Feb 17, 2022

Users would like a way to place K2Node_AsyncActions that are marked BlueprintInternalUseOnly into the graph with a keyboard shortcut. ...

AttachComponentToComponent node does not change the location of a Spawned particle system at runtime

UE - Gameplay - Feb 17, 2022

You can use the "Spawn Emitter Attached" function as a work around ...

Broken dither opacity on skeletal mesh

UE - Rendering - Materials - Feb 16, 2022

The collision is wrong when the static mesh scale is set as negative value

UE - Simulation - Physics - Feb 15, 2022

I checked the c.haos code quickly. I think it caused by the function "bool FInitBodiesHelperBase::CreateShapesAndActors()". In this function, the CreateActor_AssumesLocked function will ignore the s ...

Import with New File option for Anim Sequences does not function

UE - Editor - Framework - Import and Export - Feb 14, 2022

The "Reimport with New Source" functionality is currently not functioning in the Editor. When selecting the option with a clearly edited Anim, it is not updated. There is no message in the Output Lo ...

MoviePipeline Project Settings can't refer to Plugin classes

UE - Anim - Sequencer - Feb 12, 2022

A workaround might be to use the CDO of your plugin to reach out to the Editor settings and assign itself to the fields you want. This removes the users ability to choose between multiple options. ...

AssetManager ModifyCook does not correctly apply PrimaryAssetLabel references

UE - Foundation - Core - Cooker - Feb 10, 2022

Right now the AssetManager uses different logic in ModifyCook vs VerifyCanCook, specifically related to secondary assets like textures or maps that are indirectly loaded by soft object paths and are ...