Typically, non-animated bones behave the same way as extra bones on a target skeleton. However, it appears that this isn't the case for mesh space additive sequences. When a bone is present on th ...
Opening a module with references to a disabled plugin can crash the editor. ...
The following console commands do not work when the ConsoleVariablesEditor plugin is enabled.Slate.GameLayer.ViewportSlotVisibleSlate.GameLayer.DebugCanvasVisibleSlate.GameLayer.PlayerCanvasVisibleS ...
If a standard level (without Actor Folders enabled) is added to a world-partition map (with Actor Folders enabled) as a Level Instance, and then that instance is "broken" so that its actors are inco ...
From the user: The root of the problem appears to be that KeyState.EventAccumulator still has events stored in the structure for 'LeftAlt'. So, although UPlayerInput::FlushInput is called when the ...
Does *not* occur in editor. Only in standalone and runtime. Occurs when modulating Chorus or Bit Depth Also occurs in 5.2 and 5.3. I also noticed the test with this is supposed to set the chorus e ...
Create a blueprint based on actor, give it a SceneComponent named ExampleComp (BP_TestActor) - this should be the blueprints only componentCreate a new level (TestMap), place an instance of the bluepr ...
GPU particles were disabled on Quest 1 due to a compute issue. We need to validate / fix issues for Quest 2 / Quest 3. Reported in [Link Removed] ...
USplineComponent::GetSplinePointAt() returns an FSplinePoint with the ESplinePointType 'CurveCustomTangent' rather than the type from the setup.Expected: It should return the correct type. ...
The actor Blueprint is intentionally causing an object slice to occur. In other words, we're copying a derived type to a base type, so the expectation is that only the inherited base properties are ...