When we use SwapRootBone_Actor, we expect to move in the X-axis direction, which is the forward direction of the Actor. However, it does not take into account the RelativeRotation of the Skeltalmesh ...
SkeletalMeshActor using a PhysicsAsset with custom box shapes may flicker rapidly in Editor when not selected, and also flickers in PIE mode. If occlusion culling is disabled the flickering stops. ...
User reporting the Live Node Preview in the Material Editor will return only Black in the Node when using any UV other than UV0. Also reproduced in Main Promotable-CL-2552010 & Releases/4.8/Promote ...
When setting the mirror mode and the screen percentage the screen on the oculus rift will go black if you are using an AMD 200 series card. ...
When the Cable component is set to specific rotations it will no longer render the cable actor that is attached to a mesh. Image is attached with multiple setups. Workaround to get it to render: ...
Using a very specific way of importing an FBX will cause a crash assertion that closes the editor without opening crash reporter. Essentially when using the import button in the content browser and ...
When running in Dx12 on Windows 10, the editor will crash if you click on a bone that you wish to edit in the Skeleton tab of Persona ...
When adding a RuntimeVirtualTextureOutput node to a Virtual Texture domain material, the RVT Output node overwrites any data being sent to the normal material node's output, which interferes with th ...
From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
When a spawnable is spawned in a streamed level, exiting PIE will cause an ensure, because the world is not valid on the actor. ...