A recent UDN brought up two scenarios with dependent actors in RepGraph that could use better comments/warnings. The first is that calling ForceNetUpdate on an actor that is only replicated as a de ...
This is because the metadata is editor only and will be stripped in a cooked build. We should make the behavior of the to string function consistent between PIE and a cooked build. ...
I narrowed down the issue to the Main call of ShadowProjectionPixelShader, and tested (on 4.26 and 4.27) a combo of different material and light shadow settings, as well as enabling transmission on ...
Alejandro Arango 3 days ago In fact, it seems the 4.27 changes are conditioned by WMFMEDIA_PLAYER_VERSION . So the only change needed is in WmfMedia.Build.cs . They only need to change it to say: P ...
Right now, plugins installed to the game directory will only load plugin-specific config files with the path /Project/Plugins/PluginPath/Config/*Default*PluginName.ini. However, engine plugins will ...
Niagara's Initialize Particle Module has the Input.Position Write default Value False which is fine as long as the Cascade To Niagara Converter can realizes whether Cascade has the location Module a ...
When dragging the BP_LightStudio asset, that is included in Starter Content, the engine crashes. Out of the 4 times I reproduced this, one of the instances didn't crash until I dragged the BP_LightS ...
As mentioned in the UDN - the user tried to rename an SMC to a different actor, which leaves the URO manager left with an incorrect data as it is not aware of the move. User proposed overriding Post ...