UE5.0 does not support ActorFoliage at Levels where World Partition is enabled ( [Link Removed] ), but ActorFoliage will work via ProceduralFoliageVolume. And when you cook the level you will get an ...
We need to investigate if we want this behavior or not, if we do not weld the base lod vertices, maybe we will have bad mesh behavior when not using the alternate skinning. The consequence of this n ...
It is behaving correctly in 4.27.2. ...
This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...
Foliage usually follows when the Transform of the placed ground or floor changes. However, if the ground or floor is a Level Instance Actor, it will not follow. The cause is in the code below. voi ...
Hierarchical LOD meshes are not frustum/occlusion culled ...
Regression no, the issue was reproduced in Windows //UE5/Release-5.0 CL 20280985 repro rate 3/3 After the user tries reimport mesh with nanite enabled from mesh editor the mesh was reimported with ...