Up vector is not configurable so Foot Placement does support variable gravity cases. ...
Building HLODs for a very large landscape with Virtual Textures enabled results in the built HLODs being very dark for the most part. Building the same large landscape's HLODs with Virtual Textures ...
Hi, I tried to use for a scriptable tool the watch property node for a struct. The objective for me was to offer to my user a view of a struct in the scriptable tool and have these modifications b ...
In material editor, if a quality switch node is used together with a static switch to control branch, material parameters in the 'true' branch will never show up in the Detail panel of material inst ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
We found a problem with the component visualizer system and the PreviewActor in the Blueprint editor. If your component is using a FInstancedStruct in anyway, either directly, in a TMap, or TArray, ...
If there is a texture parameter within a specific material attribute stream in the base material and also within the base material layer, they must have the same parameter group otherwise the parame ...
A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...