Pressing the 'h' key only hides the root actor and none of the children, unlike the scene outliner where clicking the eye icon hides the root actor and all children. This appears to be because edac ...
A customized struct with a TObjectPtr to an EditAnywhere, Instanced UObject will not show in full blueprint editor. I narrowed this down to the SKismetInspector::IsPropertyVisible method. The prope ...
The extension methods seem to be getting compiled into multiple rules dlls Example .Build.cs // In TestPlugin.Build.cs using System; using UnrealBuildTool; publicclass TestPlugin : Module ...
The Strip on Cook option seems to strip even necessary data. ...
Ensure condition fires as described in reproduction steps when using a Data Layer track in Sequencer with 'Keep State'. ...
LinkedAnimGraph is not restored at the end of an AnimationSection with ForceCustomMode enabled. There is a problem with the order in which custom mode ends and anim instances are restored, and Linke ...
This is happening because the FInputActionInstance has the event as "triggered" when the triggered event and started event occur on the same frame. This is correct, but when the delegate gets fired ...
This is actually a bug with function duplication via UEdGraphSchema_K2::DuplicateGraph. After a function graph is duplicated, the function entry node still retains the same GUIDs for its local vari ...
Due to CL-20816478 UMovieSceneSequenceTickManager now calculates DeltaTime per Group instead of using DeltaSeconds directly. As a result, the FixedTimeFramerate in the project settings is being igno ...