When determining relevancy for an actor based on distance, the location of the player's view point is always used if it is available, rather than the location of the view target (see FNetViewer and ...
When an actor has a blueprintable struct that contains a reference to an actor component and that component is created default in the actor's constructor, the struct and the component will be unedit ...
The issue is due to the UK2Node_PureAssignmentStatement node that's created during node expansion when AutoCreateRefTerm is used on the target function. In the attached DOTBug image, you can see tha ...
A customer is reporting that a renamed LevelSequence will continuously be resaved when Fixing the Redirectors from the Content Browser. The problem would be the incorrect redirector for the Blueprin ...
1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...
Instanced variables were given a fix in response to this issue: [Link Removed] Once implemented, when the project is compiled the data from the blueprint instanced variable is removed. A recommend ...
When a skeletal animation section is set to Keep State, and the mesh uses an anim BP and slots to play back the animation, calling Go to End and Stop on the sequence will not pause the animations. ...
This issue occurs when there is a material with Anisotropy, like the attached GIF.[Image Removed] ...
From UDN Description Hello, there's an ensure that's firing in `DetailLayoutHelpers.cpp#137`: [Start code block] ensure(PropertyNodeMap.ParentProperty == CurObjectNode); [End code block]when ...
UDN Description Hello, We extensively use the UDeveloperSettings class to automatically register project and editor settings for the different C++ plugins we build. For instance : [Start code b ...