Shortcut for Toggle Angular Limits 1, 2 and 3 for Physics assets do not change phys asset state as dirty. ...
Hi Epic, In MaterialExpressions.cpp UMaterialExpressionSphereMask::Compile(), hardness is not calculated the same way in both <if> conditions. One is missing a multiplication by 0.01f. Specificall ...
Adding assets to a project on a drive that is full still creates the file at the desired location instead of in a temporary location and provides no information as to why the asset is failing to loa ...
Disabling the 'Use Landscape Lightmap' when using procedural foliage, will skew the placed instanced meshes. Regression? Yes, this issue did not occur in the 4.13.1 release. ...
The samplerate of a track was compute with the following formula Equation 1: number of Key / animation Time This formula work only if we have animation keys that are time equidistant. example of ...
When placing a Scalar Parameter into the Alpha position of a LERP you will not get the same results as placing a Constant Value when used in a Post Process Material. Constant Value of 0: [Image Rem ...
In a character's Physics Asset, a bone that is set to Kinematic and its children will have a scale of 1 overriding the Skeletal Mesh's Scale Transform settings. When the root of the body is changed ...
Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...
The Ease function's Blend Exp reverts to its default value after closing/reopening the editor. Reproduced in 4.6.1 binary and in Main (CL-2408355). ...
When entering "ALT+B," to rebind keys to a function, red warning flashes for 1 frame, does not allow function to be rebound to this key combination *See attached image. ...