Currently, vertex morphs (blend shapes) are not supported.
The engine supported skeletal animation, with up to four bones influencing a single vertex, and a total of 256 bones per mesh. glTF or FBX format are both ways to import animated models.
The person who emailed me that video says this fixed his problem as well. Please do not mark this thread as solved, I need to investigate this further, and may need to file a bug report with Nvidia.
I'm sorry, the first argument should be a camera to create the interface on, not a world. This was changed in the release that just came out. I will update the documentation now.
Use a GUI interface. Set the interface background widget color to 0,0,0,0 to make it transparent.
ui.background:SetColor(0,0,0,0)
https://www.leadwerks.com/learn/CreateInterface
Use Widget:SetIcon or Widget:SetPixmap to display an image on a panel.
Unfortunately I have nothing to debug so I cannot tell you the answer.
Maybe you have some global variable declared that is being shared by all instances of the component.