Certain asset types that are displayed in the Retarget Animation window are not displayed within the asset browser in the IK Retarget editor ...
Additive animations that use a frame from their own sequence as a base pose are initially broken when retargeted. Users have to refresh the properties that select the base pose in order to fix the ...
When a groom is allowed to simulate, only the strand representation computes correct world normals for the new hair strand positions. This is especially noticeable when the groom is inverted as grav ...
Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level. The licensee has encountered this in Unreal 5.4 and ...
When Vertex Animated Texture is used to animate a mesh with World Position Offset, often the Max World Position Offset Displacement Material setting must be increased or the Bounds Scale increased, ...
From licensee:Editor Grid priorities setting will get overruled in code giving the user false feeling of control – smaller grid cells can load before larger grid cells on the same layer even if the ...
When the engine is running in the background, the following ensure may be hit in NetworkPredictionService_Interpolate.inl: npEnsure(ToFrame == INDEX_NONE || LocalFrame - ToFrame < Frames.Buffer.Cap ...
The Physics Asset Editor has a "mirror" feature that allows physics bodies and constraints to be mirrored from one side of a skeleton to the other. If this operation worked correctly, it could save ...
When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...