Raytraced reflections contain aliasing, but the reflections of the aliased reflection do not. In the provided image, you will see plane C shows the reflection of the grid material with aliasing arti ...
Instanced EditInlineNew objects are kind of broken right now and hard to make full use of. In addition to the notes above, there are some cases where you can't even assign new values into the base c ...
We want to have the possibility to force the "reset to fbx" conflict material behavior to automated fbx reimport. Not sure yet where to put the optionvisible in the fbx reimport dialoga per project ...
Collision stops working for packaged games regardless of the nativize blueprint settings. Duplicate; refer to [Link Removed] for original issue. Test Project: [Link Removed] ...
UND: https://udn.unrealengine.com/questions/559972/invalid-map-in-blueprint-unable-to-be-deleted-urge.html If you delete a struct in Windows Explorer manually, then open a project/BP, it will ask t ...
After investigation, the asset is not rebuild, what took time is the 2 following partThe serialization of the DDC where we have to initialize the morph targetsE:\P4\main\Engine\Source\Runtime\Engine ...
Skeletal mesh merge doesn't support clothing. Looks like we should just be able to duplicate the clothing assets, clear the binding data and use ClothingAssetUtils::GetMeshClothingAssetBindings to p ...
UParticleSystemComponent :: CanConsiderInvisible () Particles determined to be invisible by MaxSecondsBeforeInactive seem to be activated only when the camera moves back. Is this correct behavior? ...
When setting ComplexCollisionMesh of StaticMesh asset, CollisionPreset that is actually applied becomes the setting on the drawing mesh side. It seems that ComplexCollisionMesh is not considered in ...
The BP function calls FNiagaraSystemInstance::SetEmitterEnable, which sets ExecutionState on the emitter instance to ENiagaraExecutionState::Inactive. FNiagaraSystemSimulation::PrepareForSystemSimul ...