In an ideal world, all mesh merge algorithms should have the option to use as input one of the followingRender mesh (non-nanite) (+ the option to target a specific LOD)Mesh Description (+ the option ...
SynchronizeWithExternalDependencies will call Modify on the Pose Search Database when the database has changed. This will call FAsyncPoseSearchDatabasesManagement::OnObjectModified which in turn ma ...
The assert that we're hitting is:Cannot replace existing object of a different class. New Object: /Engine/Transient.REINST_BPC_NPC_VFX_C_230 /Game/Maps/[REDACTED]/Levels/[REDACTED]/LevelSequence/ ...
Translucent particle systems exhibit visual artifacts when the camera moves, even though motion vectors are disabled for the particle emitters. While switching the Translucency Pass to "After Motio ...
Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...
Reported in SF [Link Removed] For animators (translators and rotators), when the scene contains the 3D Grass materials, videos exported from the scene will display animators delay and speed up abou ...
Shadows in the Lumen Scene from Lumen's Direct Lighting do not match the world when in the Lumen Far Field. This leads to shadows where there should not be any, and missing shadows where there shou ...
When a large number of notify tracks are added in the Montage Editor, the mouse wheel scroll does not allow the user to reach the bottom-most tracks. Only by manually dragging the scrollbar can the ...
When in PIE changing Actor Coloration view modes from the viewport visualisation mode [Liit] -> [Actor Coloration] -> ... Does not update correctly when switching view mode and sometimes isn't corr ...
Soft angular constraints are solving velocity like hard constraints. Instead of swinging back and forth, the affected body just snaps to 45 degrees. Check the steps to reproduce for more details. Th ...