On line 408 of UPhysicalMaterialMask::GetPhysMatIndex() in PhysicalMaterialMask.cpp, the AdjustCoord() function is given AddressX for both the U and V coordinates. The AddressY input is never used i ...
The following code can often be found in UNiagaraDataInterfaceChaosDestruction.const int32 ParticleID = ParticleIDParam.GetAndAdvance() - LastSpawnedPointID + 1; The LastSpawnedPointID is usual ...
If the GeometryCollectionActor (GCA) is simulating physics, calling SetSimulatePhysics(false) does not stop the simulation. If the simulation is paused, calling SetSimulatePhysics(true) does as expe ...
This issue was reported through a UDN. Licensee mentioned that they are seeing a hole in their Nanite mesh at as they move away from it. Using the Nanite debug view we observe at a certain distance ...
The ResavePackages commandlet can be used to batch resave assets. The ResaveClass and IncludeChildClasses options let one resave all assets of a specific parent class. The problem is that blueprint ...
When reparenting blueprints and both the old and new parent blueprint contain a subobject but with different values on it, the reparented blueprint doesn't correctly inherit values from the new pare ...
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 ...
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. ...