Hello, We seem to have encountered some unwanted behaviour when importing certain curves from our animation fbx assets into Unreal. Some of these curves don't have keys from the very first frame, b ...
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 ...
From Licensee: We discovered a pretty big performance hit in editor when loading level instances for a world partition map, specifically: EditorActorFolders.cpp:FActorFolders::OnAllLevelsChanged() ...
There are also some other issues with the filter. Enabling "Show redirectors" does not update in real time, you have to exit and re-enter the folder. ...
From licensee: Water Body Custom Actors generate this warning during Map Check: WaterBodyCustom_UAID_507C6F36B9215C5B02_1871778061 Static mesh actor has NULL StaticMesh property. To reproduce, si ...
From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...
When a TInstancedStruct contains a UObject marked with EditInlineNew and DefaultToInstanced, the reference is lost after compiling the Blueprint but only when the struct is part of a native Actor cl ...
This looks to be because the debug drawing uses FQuat:Identity for the capsules, rather than the character's orientation. ...
Post: { "jobId": "685b12ad6765a5c9fefad260", "stepId": "a991", "key": "output-otem-job2", "data": { "Type": "Simple Report", "TestName": "EditorClientBoot", "Descript ...