Licensee reports that overlapping actors not detected when the static mesh pivot doesn't coincide with actual geometry, e.g. between a character's legs. Maybe should do a bounding box check instead ...
Notice that the actors created through dataprep does not exectute the construction script while the actor spawnd directly in the scene does. Reported in the UDN [Link Removed] ...
The editor can crash when you attempt to open the context menu for a data asset based on a blueprint class. This happens only if the blueprint class the data asset is based on is not currently loade ...
From observations, this seems to be related to how the mesh selection works, and may be making the pixel under the mouse masked away. Adding a value >= 0.5 between the clamp and the Opacity Mask out ...
The licensee has also provided an explanation as to why this issue occurs + guidance for a potential fix. Please see the UDN for more details. ...
When the [Actor] menu is opened, the menu of the added entry can be displayed. When the [Actor] menu is opened from the LevelEditor's Outliner, it is not displayed. Solution: Add the required menu ...
This needs to be debugged to see where the data discrepancy comes from. ...
When spawning an actor, we don't seem to replicate the scale if it's set to (1,1,1), even if the root component's default scale is different to this. This results in the client using the default sca ...