The ChaosCacheManager (CCM) changes the bSimulatePhysics flag from the ObservedComponents and, if deleted, the change will persist, what can lead to confusion as observed physical entities will inad ...
There are options on both landscapes and HLOD layers that when enabled, performs the culling of invisible HLOD vertices (parts of HLOD meshes ending up below the terrain). The option works fine w ...
A character standing in a base will match its velocity to the base's velocity. If that character jumps into another base its velocity will be added to the new base's velocity and the character will ...
It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...
Revisit how FActorFolders are updated when loading/unloading Levels (level instances). The code should maintain the folder list instead of rebuilding everything. ...
When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...
Hi, with adding additional plugins, etc. to our project, we have encountered an issue with registering too many asset categories, such as: LogAssetTools: Warning: RegisterAssetTypeCategory("Water", ...
Hi, while trying to workaround this: https://udn.unrealengine.com/s/question/0D54z00008kTgHCCA0/variant-manager-crash-in-upropertyvaluehasvalidresolve I thought I would not create variant sets act ...
Calling BodyInstance.UpdateBodyScale displays erratic behaviors and does not update the rendering scale. The licensee has reported and presented a repro project that displays the erratic behavior of ...
in the past we have reported a lot of VM related bugs which got fixed over time. Unfortunately, I think we have another one. Right now we're using 5.0.3 binaries from the launcher. Now the pro ...