In 5.3, the specified code will return all 0 or very small as expected. However in 5.4.4 and onwards (also checked in 5.6.1 & 5.7.1), it returns very large numbers. ...
Context: A static mesh is able to have a geometry collection generated from it using the Fracture editing mode. It can be fractured in many different ways, and when acted upon by a chaos field agent ...
Received a report of persistent stutters in the editor when trying to navigate in the viewport, including asset editor viewports like the Skeletal mesh editor and control rig editor. Hardware used ...
If a skeletal mesh has a section disabled the ray traced shadow will flicker when the camera or itself moves. Previously in 5.6.0 no raytraced shadow would appear if a section was disabled. This wa ...
For example, if you have the engine in a different stream and specify an exact CL to use on the import path, you then update that import path to a later change with a higher CL number than that of t ...
When using a state tree that has a StateTreePropertyRef as a parameter in parallel any references will fail to resolve using the GetPropertyRef node. ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
Textures at an index, other than 0, cannot be sampled from a Virtual Texture Collection in a material. When using the Texture Collection and Texture Object From Collection material nodes, with a Vir ...
When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...
The JSON export functionality for DataTable relies on a FieldIterator to gather properties. This iterator is unable to gather the properties from the InstancedStruct. CSV export functionality works ...