Quote from the UDN: This is easily fixed with a conditional in bool FBlueprintEditor::ConvertFunctionIfValid(UK2Node_FunctionEntry* FuncEntryNode) which we've done locally, but should probably be ...
In SkeletalRenderNanite.cpp / FDynamicSkelMeshObjectDataNanite::UpdateBonesRemovedByLOD, bone indices are of type FBoneIndexType (defined as uint16 from BoneIndices.h), instead of int32. On line 18 ...
UDN licensee Prophecy Games has encountered an issue in which the RaytracingGeometry::Tick() function is called twice during a single frame. This causes an assert to trigger, which blocks them from ...
FBX attached[Link Removed] ...
In UE's Project Settings, some pages are saved automatically to the project's "Config/Default<CATEGORY>.ini" file (meant to be version-controlled) on every change. Other pages have buttons "Set as D ...
The user settings seem to be initialized incorrectly. I think that this might be because, technically, when you log out and sign back in we might use the same ULocalPlayer in some cases on the conso ...
When running in the Editor, actor owning a UCameraTestComponent that sets DesiredView.Rotation Pitch below -90 or over 90 will attach to the Editor Camera as if it was being piloted. The licensee re ...
Chaos Modular Vehicles Examples does not replicate properly and it's easy to reach a state of desynchronization where the state stops being replicated and position/rotation of cars mismatch. As an ...
When using a modular control rig and baking to a control rig directly from an anim sequence, some parts do not bake correctly. ...