When a preview mesh is set inside the skeleton(see attached screenshot) and saved and an animation retargeted to that skeleton, the preview mesh you changed it to is not displayed on the animation. ...
Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...
Screen space reflections on translucent materials are not affected by post process settings. Any changes made to SSR settings in the volume will do nothing to a material that is set to the transluce ...
This occurs because the MakeStruct node will create a literal term for each input if nothing is connected. However, there is no explicit handling of some native 'noexport' struct types (e.g. FVector ...
User requests that TSF_BGRA8 in SteamVRAssetManager.cpp be changed to TSF_RGBA8 to match OpenVR API https://github.com/ValveSoftware/openvr/wiki/IVRRenderModels::LoadRenderModel SteamVRAssetManage ...
Per Licensee: Hello, We are migrating our project from 4.18 to 4.19.2 and we are encountering various crashes while opening our material and material functions. I'm adding a simple test case here. ...
When using a Sub Anim Instance node that uses an exposed variable and another exposed variable in the animation Blueprint that is set as the Instance Class in the Sub Anim Instance node, the editor ...
Changing the complexity of the desired mesh using the Hull Count, Hull precision and Max Hull Verts on Linux requires the process more time to complete, but causes no results. This process works as ...
FWebBrowserWindow::UnbindUObject on iOS is not implemented yet. IOSPlatformWebBrowser void FWebBrowserWindow::BindUObject(const FString& Name, UObject* Object, bool bIsPermanent /*= true*/) { } ...
Expose ULandscapeLayerInfoObject to blueprint as EditorApplySpline() blueprint function as an argument for this type. Some testing might be required to be sure it's not assumed somewhere in the code ...