Debugging the code I have been able to verify that in GeometryCollectionComponent.cpp line:2318, the if condition happens every two frames. I think DynamicCollection is not setting all the frames a ...
The Camera Shake Class no longer allows for indefinite shaking via setting a negative value in the Oscillation duration, per the tooltip instructions. This happens when using either the Play World ...
r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...
If you set the project to use a fixed frame rate, particle collision no longer works. ...
Morph targets work! Yay! But found another issue. Basically import an fbx with multiple animated morph targets applied to it. The morph change shape over 1 frame and for some reason in 5.5.4, there' ...
If you use StartFrameOffset set to 1 or higher in conjunction with the Use Animation Blueprint, the character's animation will be rough towards the end of the section. Specifically, it seems that th ...
Saving and reloading a Blueprint instance with a compilation error, a.k.a., "Bad Blueprint" will lead to a transform reset when the Blueprint is successfully recompiled. ...
There are 3 issuesEach particles don't restore its previous position. Which is for calculating velocity by verlet iteration.The previous transform is cleared by current transform. It provides zero v ...
User reports crashing upon open, saving or playing their project in 4.6.1 in Binary. Assertion failed: TargetDelegate [Link Removed] [Line: 5407] ...