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 ...
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 ...
Spelling error of Use Continuous Goal Tracking Boolean "continuous" in Task Node "Move to Location or Actor" ...
Blueprint Actors do not respect Rotate to Surface Normal Rules; in Editor's Viewport Snapping Options The surface normal rotation handling comes from UActorFactory, and in all the cases where items ...
When the scrollbox as the child of multiple retainerboxes, the scroll isn't smoothing. It can see issue with PIE only. If it run with standalone (or package build) is fine. In SScrollBar::ExecuteO ...
Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...
Color set by Vector Parameters in a material differs in preview from color obtained in retainer box. Obtained color does not match either sRGB or Linear values of color visible in material preview. ...