In UGameViewportClient::ProcessScreenShots, when bHdrEnabled is true, the Bitmap array is never filled (the capture code uses BitmapHDR), so ScreenshotCapturedDelegate is never called for any custom ...
USkeletalBodySetup::PostEditChangeProperty will call OwningPhysAsset->RefreshPhysicsAssetChange(), if I modify many SkeletalBodySetup properties in same PhysAsset, will cause call OwningPhysAsset-> ...
A licensee runs UbaAgent on Windows Server Core. This worked in 5.5 and 5.6, but broke in 5.7. After some investigation, they found that UbaAgent took a new (hard) dependency on qwave.dll in order ...
[Link Removed] The workaround is as I posted in the UDN, to override the viewport client or to make a custom slate input mapping to change this behavior. But, there is a bug with that unmapping/l ...
When we perform a retarget from an input pose rather than another mesh, the transforms within the anim bp have already been conformed to the target mesh by translational retargeting and compatible s ...
It used to be possible to create an empty Groom assets without an Alembic file. However, this is no longer possible because curve data is required This workflow is useful to create grooms that onl ...
A licensee has encountered an issue where their FInstancedStruct isn't being gathered into CachedPropertyData when "Generate Optimized Blueprint Component Data" is enabled. The changes in [Link Remo ...
SmartObjectPersistentCollection in 5.6 and later now give errors when the map validator runs due to referencing spatially loaded actors. This was working per licensee in 5.5. There was a change from ...