When exporting a Cinematic Camera as FBX and importing it back, all transforms and Camera view are shifted. This happens when in Level Sequence Actor has the property "Transform Origin Actor" set to ...
Nanite meshes marked Hidden in Game do not have selection outlines in the editor. ...
This has been tested internally using an editor utility widget yielding the same results. That small project is attached. BoundingObjectTest. 1) Open the project 2) Run the Editor Utility Widget ...
It is possible for the while loop in UnrealEditor-SubobjectDataInterface.dll!USubobjectDataSubsystem::GetActorRootHandle(const FSubobjectDataHandle & StartingHandle) Line 815 to not terminate when ...
When we record a Take from a level actor, a warning about referencing the same Guid inside LazyObjectPtr.h appears. The functionality of the LevelSequence works as expeced, but when the initial tak ...
The explanation from the licensee seems pretty comprehensive. Text from the UDN: We've been trying to run fixupredirects via the resavepackages commandlet, but noticed that the OFPA assets were no ...
When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...
Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...