It appears that painted Weightmaps have inconsistent mappings between Nanite and regular landscape, BUT only if those landscapes are created in a World Partition level, landscape in regular levels d ...
UDN description:When landscape is flagged as Nanite enabled but nanite mesh has not been built yet, a save operation (or an auto save) triggers a fatal failed check in ULandscapeNaniteComponent::Ini ...
When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...
A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
An editable FComponentReference property on an actor instance can be used to reference another actor's component in the scene. In 4.27 and earlier versions these references were retained when the ot ...
From PCGVolume.cpp: PCGComponent = ObjectInitializer.CreateDefaultSubobject<UPCGComponent>(this, TEXT("PCG Component")); The Component name with a space does not support a round trip through FSof ...
This may possibly be due to FReplicationWriter::CanSendObject waiting for CreateConfirmation. ...
Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...