Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...
When a component is removed from a class that exists as an instance with external actors enabled, a deleted BP component on an actor will remain referenced by the instance. Disabling External Actor ...
Actors that are removed from the world have UnregisterAllComponents called twice. Removal can be caused by unloading a data layer that owns the actor. In cases like exiting the application or destr ...
Actor foliage does not respect the "foliage.CullDistanceScale" console variable. This was brought up in a UDN: [Link Removed] ...
From licensee:"Testing incremental GC on our project we have ran into an issue with level streaming where levels will get stuck in the 'loading' state in packaged builds. The issue appears to be due ...
ULevelStreamingLevelInstance::OnLoadedActorsAddedToLevelPreEvent has a comment that states it must be called before actors are registered with the world, but in ULevelStreaming::UpdateStreamingState ...
When using external actors, adding/removing/replacing/editing an actor instance inside a level does not cause any modification to the Level package, which helps reduce contention for the map file on ...
the udn link:https://udn.unrealengine.com/s/question/0D5QP00000OxDLH0A3/%E9%80%9A%E8%BF%87%E4%BB%A3%E7%A0%81%E6%88%96%E8%80%85%E8%93%9D%E5%9B%BE%E8%8A%82%E7%82%B9%E5%A4%8D%E5%88%B6%E5%85%B3%E5%8D% ...
As part of the Python and Editor Scripting Tools, it is possible to programmatically set variables in actor instances of the current level just like when using the Details Panel in the Level Editor. ...