When BlendRootMotionBasedOnRootBone is false, the LayeredBlendPerBone is aggregating root motion of the child poses ontop of the base pose root motion. (ie. if the first child pose's blend weight i ...
When BlendRootMotionBasedOnRootBone is true, the code in FAnimNode_LayeredBoneBlend::Update_AnyThread that calculates the root motion weightings for the sources doesn't appear to account for the po ...
When importing a CSV into a data table using AssetToolsModule with a file containing an FText, the resulting FText value is invalid. As a note, there are no issues when importing an FGuid, a FString ...
There is a bug when performing an undo/redo on pasted or spawned actors in Sequencer. It appears that the transaction system is re-creating an actor on redo, but Sequencer doesn't see that, so it ...
ReversedDepthOnlyIndexBuffer is exported even when bEnableDepthOnlyIndexBuffer is false. It's likely an error and line 568 in StaticMesh.cpp should rather be ://if (!bEnableReversedIndexBuffer) <= ...
Opening the ICVFX window, then closing it will set materials on your nDisplay meshes to the materials those instances were created from ...
Loading a CVAR preset does not apply the parameters in the preset to other nodes in multi-user. These parameter values must be toggled On/Off manually after loading to apply correctly. ...
Further Comments: Customer is using the deprecated ray traced mode. ...
Switching through a non-perspective view disables the OCIO color transformation until perspective is re-selected. (There is also a related Slate-Editor issue where the visible viewport label doesn't ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...