The StaticMeshImport and SkeletalMeshImport nodes don’t have the correct vertex colors imported into the Cloth Asset. ...
With the standard non-passthrough flow you set the AnimBP on the SkeletalMesh node itself. With the passthrough SkeletalMeshComponent node I see no place to set the AnimBP. While I can set this manu ...
As indicated in the repro steps, we have a StaticMesh asset that, for some reason, has a mismatch in their serialized bulk data where:MeshDescription->GetNumUVElementChannels() == 2FStaticMeshConstA ...
Editing Custom Primitive Data values in the details panel of a placed BP actor with a Skeletal Mesh component does not reflect in the Editor viewport. ...
When using the PCG Duplicate Point node's "Direction Applied in Relative Space" option, this deletes or messes with the output metadata and, if connected to an output or using it's debug mode, will ...
Context: FMaterialPSORequestManager::PrecachePSOs() is called at runtime when an asset utilizing a material is loaded. This occurs during engine init, travel, and when any async or synchronous load ...
Hit testing for widgets contained within a RetainerWidget does not correctly account for rotation applied via render transforms . While the content renders with the expected rotation, hover and clic ...
Context UEditorEngine::OnAllPIEInstancesStarted() is a virtual function that gets called when launching Play-in-Editor. It can be overridden if the game project chooses to introduce a subclass of U ...
Display DrawDebugSphere at the DefaultPawn's positionSet bConstrainAspectRatio=true on the DefaultPawn's CameraComponent Setting bConstrainAspectRatio=true in CameraComponent causes DrawDebug renderi ...
UReplicationGraph::ProcessRemoteFunction does not check if the client has the same loaded world as the server when sending a multicast RPCs. For actors that are persisted partway through a seamless ...