In a Geometry Collection, enabling Nanite Fallback in a Nanite Enabled collection won't generate a Physics Body when Nanite is disabled. To verify this, follow the steps provided in the Steps to Re ...
The UV coordinates for visualizing the mesh painting texture on Nanite spline meshes are not working correctly. This runs the code in the NANITE_VISUALIZE_MESH_PAINT_TEXTURE section in NaniteVisuali ...
Hello, We seem to have encountered some unwanted behaviour when importing certain curves from our animation fbx assets into Unreal. Some of these curves don't have keys from the very first frame, b ...
Hi Epic, In MaterialExpressions.cpp UMaterialExpressionSphereMask::Compile(), hardness is not calculated the same way in both <if> conditions. One is missing a multiplication by 0.01f. Specificall ...
There are also some other issues with the filter. Enabling "Show redirectors" does not update in real time, you have to exit and re-enter the folder. ...
From licensee: Water Body Custom Actors generate this warning during Map Check: WaterBodyCustom_UAID_507C6F36B9215C5B02_1871778061 Static mesh actor has NULL StaticMesh property. To reproduce, si ...
From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...
When a TInstancedStruct contains a UObject marked with EditInlineNew and DefaultToInstanced, the reference is lost after compiling the Blueprint but only when the struct is part of a native Actor cl ...
This looks to be because the debug drawing uses FQuat:Identity for the capsules, rather than the character's orientation. ...