When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame. In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...
The following functions have been found to perform unchecked casts of the pawn's "UpdatedComponent" to class UCapsuleComponent, possibly resulting in crashes:UFloorQueryUtils::ComputeFloorDist()UGro ...
Instanced static mesh component does not add instances transforms to PerInstancePrevTransform array when using UInstancedStaticMeshComponent::AddInstances. Additionally Updating the transforms of th ...
When launching Unreal Engine with the Vulkan RHI, SM6 and RenderDoc Auto Attach on Startup enabled, the engine fails to initialize with the error: “A compatible Vulkan Driver is required to run the ...
From licensee: I’ve found an issue with the visualization of PlayerCollisions when using LandscapeSplineMesh with a mesh that has Nanite enabled. The Chaos collisions shown in the Chaos Visual Debu ...
When capturing a trace in Unreal Insights, all r.rhisetgpucaptureoptions=1 (r.RDG.Events=3) all RDG pass events appear simply as RDGEvent, without the actual name due to the logic for RDG_EVENT_SCOP ...
When using a state tree that has a StateTreePropertyRef as a parameter in parallel any references will fail to resolve using the GetPropertyRef node. ...
Context: Chaos Physics is able to use convex hulls to represent object collision geometry for queries and simulation. Problem: Chaos sometimes can not generate contact points while two dynamic conv ...
A WorldPartition map used as a level instance that's set to standalone mode doesn't load its actors in the editor. ...
The coloration mode should just work. You may be able to temporarily workaround the issue by disabling PostProcess. ...