UVs appear to be broken when client file is imported using Collapse by Material or Collapse All. ...
From licensee: We are using the legacy HLOD system in our game. With 5.5 there was a change to FSceneProxyBase::DrawStaticElementsInternal() where the implementation was removed (https://github.com ...
I could only replicate with the user's sketchup file. Exporting this file as fbx, and importing the fbx in KH doesn't have the issue.[Image Removed] ...
Context World Partition - Hierarchical Level of Detail (HLOD) system uses custom HLOD Layers to organize large amounts of Static Mesh Actors and generate a single proxy mesh and Material. Problem T ...
In Niagara, Mesh Renderers expose a "Meshes" array for selecting the meshes to be rendered. On each array entry, a property "Mesh Parameter Binding" is available and allows the user to override that ...
Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...
Context: `FJsonObjectConverter` is a built-in UE class that makes it easy to convert JSON objects to and from UStructs, including `FDateTime`, which implements a date and time. Problem: An uniniti ...
As far as I can guess is that in the initial state of the object, the vertex normals are as they come from the DCC, but after the modeling operation they get recalculated somehow that doesn't match ...