Not all material elements are created and assigned to the static mesh using multiple materials. With the attached mesh, only the first element is created and the other two are left non-existent. I c ...
Fracture Mode > "Remove-On-Break" setting: Cluster Crumbling causes flickering. Once the Remove-On-Break Cluster Crumbling effect is activated, there is a small delay between the disappearance of th ...
We noticed crashes in our application when we attempted to resize a window or switch to full-screen mode. Hence, resizing windows and switching to full screen will result in a crash on Unreal Engine ...
UPDATE: 3/9/2015 Additional Information: User on thread https://answers.unrealengine.com/questions/186928/landscape-collison-issues-recreatelandscapecollisi.html reported workaround did not fix e ...
When BlendRootMotionBasedOnRootBone is false, the LayeredBlendPerBone is aggregating root motion of the child poses ontop of the base pose root motion. (ie. if the first child pose's blend weight i ...
If shot track ends short of the Master Sequence length, all actors return to default state. This becomes an issue when you need the actors manipulated in Shot 1 to maintain their "end state" into s ...
Reported in SF [Link Removed] In TM 2025.1.1, in PT renders with large amounts of scattered or painted vegetation, distant grass may not appear in exported renders that would previously appear in t ...
A licensee has reported that the ZoomFactor variable inside of the DrawPoint function is being calculated incorrectly. It currently is calculated using the lesser of the projection matrix's horizont ...
When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux. In Engine ...
Welding components uses precomputed weights for to determine center of mass for the actor. This can cause problems when users want to specify custom weights for certain components. ...