Suggested fix from licensee is : PhysAnim.cpp@339 #if 0 FVector RelPos = RecipScale3D * RelTM.GetLocation(); #else FVector RelPos = (BoneIndex == 0) ? RecipScale3D * RelTM.GetLocation() : Rec ...
Capsule component renders incorrectly with non-uniform scale because the render uses the minimum between the X and Y values and the collision code uses the maximum between the two. This issue is men ...
The problem here isn't obvious: the native enum, EAnotherEnum, is missing the Flags flag for the UEnum. As a result, K2Node_GetEnumeratorNameAsString returns the max enum when it gets a combined fla ...
While we do have an auto cast function that handles an int to string conversion, bitmask ints use a "bitmask" subcategory which thwarts are ability to find the cast function. ...
This is almost identical to [Link Removed]. The difference is that we need a variant of UEnum::GetNameByValue that supports bitmasks. We'll likely have to run this by Core. ...
We reset BoneTransformUpdateMethodQueue in USkinnedMeshComponent::CreateRenderState_Concurrent and USkinnedMeshComponent::SendRenderDynamicData_Concurrent but these code paths are never called in se ...
In material editor, if a quality switch node is used together with a static switch to control branch, material parameters in the 'true' branch will never show up in the Detail panel of material inst ...
A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...