Copy-paste the TestCode.h and TestCode.cpp into a module Activate the customization in the StartupModule() function ``` FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPro ...
This bug is critical since it can broke bone name reference between [animations, physics asset, curves, ...] and skeletal mesh bone name ...
When using the legacy fbx importer with time zero option to true the skinning is good. So its a regression. Would be awesome if it can be fix in 5.5.1 ...
Looks like the resize that does the safe zone update is done before the orientation is updated. I suggested swapping the order to licensee in the UDN ticket and it worked for him. This should be t ...
Instanced Static Meshes will have incorrect velocity if a Material uses World Position Offset. Fixed WPO in a material causes significant velocity on the ISM. This was also replicated in //UE5/Rele ...
Currently there is no stable way to break level instances ...
The overlap checks are used to see if we can warp back to the previous position to combine network moves to longer moves, but making sure we wouldn't put the character in penetration when rolling ba ...
Binding lifetime sections aren't meant to overlap, but duplicating one, or pasting one can cause them to overlap, triggering an ensure. Duplication and copying and pasting are typical actions, so th ...
When rendering a Light Function into the Translucency Lighting Volume, the World Position Material Expression returns the position relative to the Camera (unrotated), not the World. This can be mor ...
Expectation: Tangent should work on Hair Material ...