Reported in SF [Link Removed] In scenes containing large numbers of certain Twinmotion assets, when activating Path Tracer, some of the assets will not render. The assets will render normally in St ...
When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...
This alteration was introduced in the 'Found CL' field - and is likely an unintentional side effect of adding SIMD to the solver. There is a repro project attached, open up 'TestMap' and run to see ...
I'm trying to use VFX in specific regions on a character and would normally use sampling regions to do it easily, however the mutable mesh that is generated doesn't seem to be creating any of the on ...
There is a memory leak in the Distance Fields category when a mesh continuously moves through the world and the scene is being captured with bDisableWorldRendering set to true. This issue occurs on ...
When an emitter's Position Mode is Unset, the particles spawn in World Space 0,0,0. This is unexpected. If the Position Mode is Unset in 5.4, the particles remain in Local Space, which is the inten ...
This question was created in reference to: [Link Removed] Last post fixed the import crash, but it seems it added another. If we hit Execute button twice in a row by mistake we get a crash with th ...
When I use my dataprep recipe I'm seeing something strange. The Bake Transform node seems to be stripping the transform instead of applying it. I have this in dataprep: https://udn.unrealengine.c ...
The Anisotropy of a material looks different when set on the material output node vs when set via a scalar parameter node connected to the material node ...