The issue is that FAnimationSequenceThumbnailScene::SetAnimation calls referesh bone transforms which will trigger notify states present at the midpoint of the animation (as the thumbnail code sets ...
Context When crouching and uncrouching with Mover’s DefaultMovementSet, the pawn capsule’s half height is changed. This behavior mimics the CharacterMovementComponent. To ensure the pawn’s feet sta ...
If a mesh is exported from the engine, reimported as a new skeleton and mesh, and then marked as a compatible skeleton. Animation will have slightly different rotations playing on the skeleton. ...
When a slider is in RTL flow direction, and thus its position is changed, the handle is not drawn at the correct position during mouse drag. Instead, the handle draws as if the slider was not moved ...
This is somewhat related to [Link Removed] Closed and was brought up by a [Link Removed] Setting the CVar input.bRespectIM ...
The BLAS for Skeletal Meshes that don't move, or tick get updated every frame even if the animation and skin cache aren't updated. This adds over 1ms to update time. The only exception is if the sk ...
Navmesh has seams between some tiles that are actual edges rather than previously found "gaps" where it was a debug rendering issue. Pathfinding does fail between these tiles to go straight across. ...
"UPrimitiveComponent::bStaticWhenNotMoveable"'s category is set to Lighting, not Physics. This causes it to be hidden when lighting-related properties are hidden, even though it controls physics sta ...
Licensees are looking into ways of adding visualizations to the editor worldpartition grid widget. In one example case, just adding some lines to show which parts of the wp minimap belong to which s ...
Dithered LOD transitions do not work when changing the camera's field of view and cause artifacts when both the FOV and camera distance to the object are changed simultaneously. ...