With more than one directional light in the scene, ResolvedView.DirectionalLightColor and ResolvedView.DirectionalLightDirection can report the wrong light, or black and a zero vector, while a direc ...
We noticed an inconsistency when using attach tracks, depending on whether or not the parent actor has a default scene root. This creates an unintuitive behaviour for animators. It can be reproduce ...
Hi, I noticed an issue when exporting USD assets that contain materials using UDIM textures. When exporting USD, the “Bake Materials” option allows me to export the base textures and relink them c ...
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) ...
The correct debug camera is no longer used if the class is set in a config file or within the Editor. When the debug camera is toggled on, the default will be used instead. If the class is set in co ...
This issue was reported by a licensee and we also hit it during dev work on the crowds demo. It seems that this may be a general issue with motion vectors and teleporting actors as there are variou ...
FCameraShakePreviewer is an FGCObject that strongly references the UCameraShakeBase instances it previews, and creates them outered to the previewed UWorld. Nothing releases them on world teardown, ...
A geometry collection with One Way Interaction Level set to 0 never breaks from its own collisions. It falls, lands, and stays intact no matter what it hits. Set the level to -1 (feature off) and ch ...
Summary: Confirmed that this exists in latest as well as 5.8 which is the origin or both tickets. This is a regression from 5.7 - although it looks like the guard was not aiming specifically to catch ...