When using the Make Writable button, it is intended to make the file editable without the prompt to check an asset out popping up on subsequent attempts to save the asset. This does not work for Sub ...
Building the level or lightmaps can clear the volumetric lightmap. In 5.5, this requires you to perform a full build, or a lighting only build with a BSP brush in the scene. In 5.6, all level build ...
No problem with 4.22.3 ...
If a user uses Alt-tab to change to another window, the ReceivedFocus and LostFocus functions are not called as they would usually be called when using something such as Shift+F1 or Ctrl+Esc. Note: ...
**Physics collision ignores Capsule Collision, When Skeletal mesh root bone orientation is rotated in the Z-Axis, resulting in unexpected collision behavior. Screen shot has been attached to de ...
Blueprints using renamed variable do not indicate that they need to be recompiled. (However errors are shown on play) It is possible to not see an error if you add a variable with the same name as ...
Context: A static mesh is able to have a geometry collection generated from it using the Fracture editing mode. It can be fractured in many different ways, and when acted upon by a chaos field agent ...
In Packaged builds, Chaos Cache Manager (CCM) can't animate Geometry Collections (GC) with Nanite Enabled if Cache Mode is set to Static Pose. The licensee tried to animate a CCM using Sequencer onl ...
An imported file that resides within the project's folders gets a relative path. That path is not updated it you copy the uasset to another folder, so from the location of the new asset's the relati ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...