The frame rate for an anim sequence is not being changed as expected when its being overwritten / re-imported. ...
A licensee is composing independently-authored levels into a single World Partition persistent level by placing each as a Level Instance. NavMeshBoundsVolume / NavModifierVolume are placed inside ea ...
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 ...
Adding a reference to an external actor in the level blueprint causes the package for the actor to be put in the import table of the level. In some cases, the actor package can end up calling postlo ...
Custom expression additional outputs are considered (0,0,0) when connected to WPO. ...
Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM. Flickering seems highly dependent on framerate and timing. L ...
After mesh painting on a BP Static Mesh Actor, and "Apply instance changes to Blueprint" the added virtual texture is removed with the log:LogTexture: Display: Building texture TwoD: /Game/FirstPers ...
The Editor crashes when applying a Material with a Distance Cull Fade node to a Decal Actor. Fatal error: [Link Removed] [Line: 730] Missing uniform buffer at slot 2, stage SF_Pixel. Please check ...
Upon saving the level after creating the landscape and painting visibility, the editor crashes. When you restart the editor and load the level, you are greeted with a warning in the upper right corn ...
As described in the steps to reproduce, when exporting a selected binding somwehere in a sequence hierarchy into usd, the export yields an empty result when using 'selection only' option. The export ...