When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...
I set the Forced LOD Model on the mesh component > 1, then tried to export, this is what causes the crash. Here is my suggested fix, we just don't use Git or I'd do a PR: In the else() branch of FF ...
Particle emitter Depth Fade node isn't accurate on iOS. When set to a normal value (around 100) it will fade out at about 65,000 units away from the particle. Licensee Description: we use a partic ...
When using Weld Simulated Bodies enabled AttachToComponent func, the child Primitive Component's BodyIstance ActorHandle is released. As a result, in BodyInstance.cpp, the judgment of FPhysicsComman ...
This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...
Actor.h has a large comment that describes the entire lifecycle of Actors, which was written for the API website (https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/index.ht ...
FLowLevelMemTracker::TickInternal() the ELLMTag::Total (and therefore ELLMTag::Untracked) memory amounts are calculated based only on the result of FPlatformMemory::GetStats(), which on the Windows ...
The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
This user's project presents an Engine/Transient save error on certain Blueprints. When saving the CharmState Blueprint, this message pops up: Can't save ../../../../../UserProjects/jeffvoight_ciic ...
Steam Overlay does not show in Win64 Shipping builds when run outside of Steam. The Steam client can be running, but unless the .exe is opened through Steam itself, the Overlay will not appear. Note ...