Setting a single axis of an ISM negative results in navmesh not being generated on top of it. However, setting 2 axes to negative scale does have the navmesh generate as is expected. Also see more ...
Reported by UDN [Link Removed] From Slack discussion: It seems that undo-ing the transaction in UAnimStateTransitionNode::UseSharedRules, leaves the outer graph (UAnimationStateMachineGraph) wit ...
Tested in //UE5/Main CL#20966071 Tested in //UE4/Release-4.27 CL#18319896 Physics Constraint returns incorrect values for Swing1, Swing2, and Twist. ...
Resizing the editor window or any floating panel causes the panel contents to jitter during drag. See attached images. The jittering one is from Main and the normal behavior was captured in UEFN. ...
Engine crashes when building GPU lightmass in larger scenes. This does not occur on smaller maps like the Unreal Engine Templates. I was able to reproduce this issue in CitySamples SmallCity map. T ...
The following check fails occasionally: check(InstanceCustomData.Num() == (NumCustomDataFloats * InstanceSceneData.Num())); I was not able to narrow down more precise repro steps, but it appears t ...
Selecting other components after selecting a Spline Component's control point keeps the transform gizmo and functionality at the Spline Control point Repro Rate: 4/4 Tested this in //UE4/Release-4 ...
Reproduced 6/6 times. This seems to affect all "Set" functions for Geometry Collection Components, such as Setting Object Type from Static to Dynamic, or changing Collision Type. ...
See linked UDN for more information. ...
When using the provided UI to test the skeletal mesh morph, it doesn't work while using Metal Desktop Renderer. It works as expected when Metal Mobile Renderer is enabled instead. Working on repro ...