Calling UMoverComponent::IsModifierActiveOrQueued() immediately after calling UMoverComponent::K2_QueueMovementModifier() will return false. Checking the code, IsModifierActiveOrQueue() calls FindMo ...
Reported in SF [Link Removed] Client reports that many of their GLB and GLTF files they use appear with visual artifacts when imported to Twinmotion. These artifacts only appear in Twinmotion and n ...
[Image Removed] The Clay material is quite useful when the user needs to manipulate objects that originally has transparent materials, so not being able to use this feature on faces mode feels li ...
When modifying the name of a gameplay attribute that is used with a modifier on a gameplay effect, attempting to remove/change the modifier causes an editor crash. This appears to be due to line 29 ...
Context One File Per Actor (OFPA) reduces overlap between users by saving data for instances of Actors in external files, removing the need to save the main Level file when making changes to its Act ...
When you select multiple notifies and attempt to replace them with another notify using "Replace with Notify", it will sometimes replace other random notifies and not the ones you have selected. ...
When playing in a split screen local multiplayer game the anisotropic reflections differ between players when looking at the same object. It appears as the anisotropic light scatter is not applied ...
Hello, We've started seeing a crash within Mutable when it tries to access the source graph in PIE. This only seems to be a problem when running a dedicated server as a separate process. We integra ...
Nanite ISMs lost selection outlines in UE5.5 Actors having an ISM component which uses a static mesh with nanite do not get a selection outline when selected in the editor. Having Nanite is essentia ...