WP handles PIE Editor only properly (doesn't load the actors at all) but the old level streaming system just hides them through the FPrimitiveSceneProxy. So in this instance, the bug is that the Lev ...
Sometimes some of actors are destroyed after the destruction of the solver through the garbage collector. In this case, the app crash in FChaosScene::RemoveActorFromAccelerationStructureImp because ...
In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...
Result : all the RTs allocated for edit layers (in global merge mode) will be padded to the next power of 2 for no good reason, which can lead to out-of-VRAM (as reported by [Link Removed]) ...
Node operations cause all of the collapsed nodes to be auto expanded. This is disruptive when working with complex hierarchies because you can't hide irrelevant components. ...
This is not a regression. Tested in //UE5/Release-5.1 CL23901901 Changing materials before making a change to a model with cube grid causes that previous selected material to be added to the model ...
Read-only nodes used in math expression should use CommutativeAssociativeBinaryOperator when appropriate. Even though these nodes can't be modified, there is the occasional need to copy these nodes ...
There are issues with the vehicles rendered position when it is being moved in a kinematic manner, i.e, forcibly moving a vehicle (not simulating it) using either FChaosEngineInterface::SetKinemati ...
There is no manual clutch control exposed to users. For completeness this should be available via blueprint in the same way that the settering, throttle and brake are user controlled. ...