Using a custom Blend Graph can trigger the ensure Bone.IsRotationNormalized() when source pose is connected to output. ...
When using the Desktop Forward Renderer and Instanced Stereo Rendering, draws static meshes with decal materials applied differently between eyes in VR. Tested on Oculus, probably not specific to O ...
Ray traced Ambient Occlusion is still active even when Ambient Occlusion Intensity is set to 0 in the Post Process Volume. Found in 4.22 CL# 7053642, 4.23 CL# 8115738, 4.24 CL# 8124506 ...
This ticket is to add the safe workaround for 4.23.1, with a more optimal fix coming in 4.24. ...
Licensee reported issues with ProceduralMeshComponent, which were solved by changing the plugin loading phase from Default to PreDefault. Also reports unspecified issues with running game builds. ...
Building HLODs causes a crash. This only seems to occur in some levels as shown in the attached project. Found in 4.22 CL# 7053642, 4.23 CL# 7948402, 4.24 CL# 8124506 ...
Owner No See Tags are ignored when Static Mesh Actor is placed in Level vs dynamically spawned in Level ...
In USkeletalMeshComponent::ApplyAnimationCurvesToComponent, while InMaterialParameterCurves and InAnimationMorphCurves are independent of one another, if either of them is empty neither is passed on ...
The order in which Additive Anim Type is set to Mesh Space and Force Root Lock is enabled/disabled changes the end result. This seems to be related to the animation compression and DDC. ...
by design, animation pose output pins can only connect to a single pose input pin. However, you can circumvent this behavior by dragging off the initial pose node output pin into an empty spot on th ...