Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...
The result of the duplication operation is that the Actors in the new group are part of the DataLayer but the new GroupActor is not. ...
5.6[Image Removed] 5.5[Image Removed][Link Removed] ...
If DynamicDebugging is enabled, the output extension in the LiveCoding manifest is ".alt.dll", but the actual built DLL does not include ".alt" in its name. This mismatch causes an error. ...
The WeightBuffer passed to the shader does not reflect the SkinWeightProfile. The work around is : void FOptimusSkinWeightsAsVertexMaskDataProviderProxy::GatherDispatchData(FDispatchData const& In ...
The problem is that UCharacterMovementComponent::MoveAutonomous can tick the anim instance and dispatch notifies outside of the regular skeletal mesh component tick. But when MoveAutonomous calls T ...
There is a thread conflict between FRDGBuilder execution in Background Worker and LumenVisualizer's LumenCard add/delete process. When lumen cards are displayed in a scene with many objects, a crash ...
When using the Anamorphic Squeeze Factor on a camera on AMD RDNA3 and RDNA4 hardware, blocking artefacts may be seen depending on the extent of the blur. The peripheries of the viewport appear to be ...
Setting a Skeletal meshes collision preset to CharacterMesh introduces problems with spawning and teleporting a pawn driven with Mover. ...
When a light's Specular Scale is set to 0, the specular still affects hair / groom assets. The specular of other assets (like a shiny static mesh in the scene) is properly affected by the change. ...