The runtime import process works fine in editor, but fatal error when trying to do so with packaged build of project. My function that calls ImportAsset():bool UMeshLoader::RequestMeshLoad(FString ...
We are building levels where we spawn in Level Instance actors at runtime that have World Partition enabled into a Persistent level that also has World Partition enabled. What we have noticed though ...
When using non-Lumen lighting and Screenspace reflections off, the skylight location overrides the Reflection Capture location during Build Reflections. This results in a Reflection Capture taken fr ...
Beetles no longer swarm on demo station mesh (only on the ground underneath), and beetles walks inside the head mesh more often than they did in UE4. ...
If you have an Animation Notify State and set it up on an animation to start at the exact beginning of the anim sequence and finish exactly at the end (I have attached a picture of this). It doesn't ...
Changing to the perspective camera from a locked camera calls FLevelEditorViewportClient::SetActorLock I'm not sure exactly why it sets the camera to the cached pilot transform and then sets it bac ...
Encode71 and Decode71 in DeferredShadingCommon.ush are functions that convert 8-bit values to 7-bit values and mask values, and licensees have reported that the accuracy is insufficient when usi ...
In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...
Reported in SF [Link Removed] and [Link Removed] Users on Mac are reporting inconsistent rendering results for Lumen in image exports that do not include any settings changes. When exporting some ...
In the Enhanced Input System, when using a UInputTriggerChordAction to define a chorded input (e.g., Shift + W), the automatic chord blocking system (UInputTriggerChordBlocker) only functions correc ...