User's who have imported and set their skeleton to Force X Front, when importing animations from pose driver do not have an option or autodetect setup and the animations are imported normally. This ...
Currently, the Property Matrix does not seem to support Details Customizations. As a result, when a Static Mesh asset is edited using the Property Matrix, the "Collision Presets" combo box does not ...
The licensee found a way to lock the state of a rigidbody as PBDRigid->ObjectState() == EObjectStateType::Sleeping by subjecting it to a particular transient field composed of a RadialFalloff and a ...
Niagara Emitters, when disabled, appear to be removed from the Niagara System's packaged asset as evidenced by a sizeable reduction in size. However, if the Emitter referenced an asset, such as a st ...
An actor in a standalone level instance will still be loaded in the main WP level regardless of having IsMainWorldOnly enabled. ...
Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...
In a static lighting environment, moving static objects no longer marks the built lighting as invalid. This prevents the on-screen warning from appearing. Regression introduced in CL: 25964466 on / ...
With net debug drawing enabled, an extra debug box is drawn around some actors to indicate if the actor is always relevant or if it is distance culled. However, the strange size of this box makes ne ...