Separate out GameApplication onCreate additions always needed vs non-PSO processes by adding <GameApplicationOnCreateAdditionsAlways> for current case and moving <GameApplicationOnCreateAdditions> t ...
Currently this workflow fails to generate in mutable, but using static paramters for textures do work. ...
Any transform modifications on the PCGVolume by Sequencer use USceneComponent::SetRelativeTransform directly and are not tracked by the TrackingManager (FPCGTrackingManager::OnObjectPropertyChanged ...
When regular texture streaming is used (not virtual textures), the largest mips are always loaded for ISM mesh textures whenever the camera is inside the bounds of the ISM even if the instances are ...
The StaticMeshImport and SkeletalMeshImport nodes don’t have the correct vertex colors imported into the Cloth Asset. ...
With the standard non-passthrough flow you set the AnimBP on the SkeletalMesh node itself. With the passthrough SkeletalMeshComponent node I see no place to set the AnimBP. While I can set this manu ...
As indicated in the repro steps, we have a StaticMesh asset that, for some reason, has a mismatch in their serialized bulk data where:MeshDescription->GetNumUVElementChannels() == 2FStaticMeshConstA ...