When using ChaosCacheManager to simulate destruction of a GeometryCollection, destruction is not simulated when Nanite is ON for the GeometryCollection. In the editor, destruction is simulated rega ...
It appears that the preview scene used to render thumbnails is not destroyed after a thumbnail is rendered, even after the blueprint editor is closed and GC is run. Also found in Release-5.4, CL: 31 ...
When a native component that wants initialisation is added to a Blueprint actor in the Blueprint editor, the initialisation state of this component will not be correctly preserved by RerunConstructi ...
User Parameters on Niagara actors do not sync in the details panel when animated with Sequencer. Scrubbing in sequencer does not update the details panel. ...
Camera shot blending on Sequencer does not work when Reverse Play. If we place two cameras in a scene and just blend them by Camera Shot track in sequencer, the view point is interpolated between th ...
In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...
We've had two reports on UDN where FInterpCurve<T>::FindNearestOnSegment returns either "NaN for the final value in the DistancesSq array during the first Newton iteration step." The licensee on on ...
After a take record within multi-user has completed recording, and with Toggle Multi User Take Recorder Sync enabled, any other control boxes with the ICVFX window open to UV view will flash with th ...
GPU particles were disabled on Quest 1 due to a compute issue. We need to validate / fix issues for Quest 2 / Quest 3. Reported in [Link Removed] ...
Errors from EdGraph nodes aren't being piped into the compiler results log. This can make it difficult to track down what's broken in larger rigs. ...