Testing the new dataless Mutable workflow in Unreal Engine 5.7. When replacing the old Skeletal Mesh node with the new Skeletal Mesh Parameter node, the cloth simulation stops working. ...
Enabling the ScriptableToolsFramework plugin causes compile errors in shipping configurations. This also applies to any plugins which depend on it, such as the ScriptableToolsEditorMode plugin. Thi ...
When you have a custom float channel and run the above, It works great if it's a regular 'MovieScene3DTransformSection' : LogPython: [ {channel_name: "Location.Y", section: "/Script/MovieSceneTrack ...
I’m encountering an issue when working with Mutable/Customizable Objects in combination with Modular Gameplay Features (MGF). Expected: Child Customizable Objects that are located inside a disable ...
Landscape visualizers do not work on Nanite Landscapes. Also tested in //UE5/Main/, CL: 48569009 The licensee has provided a patch file with a potential fix. ...
Hi there, It feels like a bug that the interchange generic pipeline is not using user-selected parent material for asset import, since it was working back in UE5.6 then we upgrade the engine to 5.7 ...
When an Actor Component contains an Instanced UObject array marked EditDefaultsOnly, adding a new element to the Blueprint defaults correctly updates the Blueprint and its own Property Matrix. Howev ...
Global parameters disappear from the binding list when a soft object reference is present. Pulling up the binding menu shows nothing for Parameters when there are only object references in the ST as ...
USkeletalBodySetup::PostEditChangeProperty will call OwningPhysAsset->RefreshPhysicsAssetChange(), if I modify many SkeletalBodySetup properties in same PhysAsset, will cause call OwningPhysAsset-> ...