LevelSequenceEditor has input priority over the Level viewport and other editor modules even though the Level viewport has been the last one selected. An example would be a cut operation. If you ha ...
Using GeoMerge on fragments of a GeometryCollection (GC) will create a new single particle while removing the old particles, but although you end up with less particles, the disk file size of the GC ...
The ChaosCacheManager (CCM) changes the bSimulatePhysics flag from the ObservedComponents and, if deleted, the change will persist, what can lead to confusion as observed physical entities will inad ...
Requested by UDN : https://udn.unrealengine.com/s/case/500QP00000RyWvAYAV/requesting-an-engine-mod-to-access-certain-landscape-texture-patch-properties-in-blueprints-via-getters?fromCase=1 ...
It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...
In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...
When dragging a keyframe on top of another, it keeps both keyframes instead of overriding ...
Hi, with adding additional plugins, etc. to our project, we have encountered an issue with registering too many asset categories, such as: LogAssetTools: Warning: RegisterAssetTypeCategory("Water", ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...