The expected result is that the Used with Nanite flag is enabled when Nanite is enabled in Nanite Tools. Currently, opening Nanite Tools enabled the flag even for non-Nanite meshes. ...
When opening a new IK rig, the window that prompts the user to select a skeletal mesh does not open immediately. However, a skeletal mesh can still be selected in the details panel in the IK window. ...
The crash occurs when FWorldPartitionHLODUtilities::BuildHLOD attempts to build an approximated mesh that has all of its contents culled during generation, this can happen when an approximated mesh ...
From Licensee: The bug comes from the call of the function `FoliagePartitioningUtils::Update` in the method `AInstancedFoliageActor::MoveInstancesForMovedComponent`. When the function `FoliageParti ...
[Link Removed] for reference Playing back a sequence shouldn't have buffered samples. We should have a single one, which was built from the sequence. We need to make sure when played back that it ...
This seems be solved if asset is modify and saved again (Show in the video resource below ) [Link Removed] UDN Thread: https://udn.unrealengine.com/s/case/5004z00001nzoC9AAI/soft-reference-to-r ...
Under certain conditions, it appears that the function UPoseableMeshComponent::CopyPoseFromSkeletalComponent may crash because the BoneSpaceTransforms obtained from the source component are empty, p ...
See UDN for details: [Link Removed] ...
This is a unique problem with macro libraries and the AddComponent node. It would appear that the issue has to do with the MakeNewComponentTemplateName function that we use when we create these func ...