Working with a big USDStageActor is complicated due to visibility management. We are importing "simple" environments from usd files through the USDStageActor. However, when the artist wants to hide ...
Helloo everyone!! 😄 We are experiencing an issue with importing skeletal meshes from alembic. For reference, this issue happens in vanilla engine 5.7.4, but it doesn't occur in versions 5.6.x. 1) ...
On Android, loading a Level Sequence fatals in the async loading thread: Assertion failed: (NewValue & ~PAYLOAD_Bits) == 0 MovieSceneNumericVariant.cpp:133 Unable to store a pointer outside of a ...
When starting the Editor, Layered Blend Per Bone nodes using Blend Masks inside dynamically linked Anim Layers completely ignore the blend pose (evaluating to 0.0 weight for all bones). Disconnectin ...
When a Material uses the DefaultTextureCollection and a Material Instance overrides it - or vice versa - the Editor will crash. Note: bindlessconfiguration=Minimal or higher must be enabled to use ...
A race condition occurs in the InitSplineVertexFactory_Internal }}function call, which is distributed across multiple threads. This causes {{FSplineMeshVertexFactory to be instantiated multiple time ...
Textures from VirtualTextureCollections appear blurry because the correct mip level isn’t shown unless FVirtualTextureCollectionResource::InitRHI is modified in VirtualTextureCollection.cpp withProd ...
In MassEntity-based crowds, when an agent transitions from Stand to Move and begins walking, the Avoidance trait parameters StartOfPathDuration and StartOfPathAvoidanceScale, which are meant to temp ...
During deterministic Cook / Package validation, the Cooked output of a WorldPartition map was found to vary non-deterministically between Cook runs. Diff detected in the DiffOnly Cook log:Serialize ...