Class "FBlueprintEditor" has several inline getter methods as part of its public API (e.g. GetPreviewActor() and GetPreviewScene()). However, even though they are public, those methods are inaccessi ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
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Happens when using multiple layers:"Testing this further it appears that it only occurs with multiple HLOD layers. The default setup has an instanced HLOD with a merged mesh HLOD parent. If you remo ...
Requested in https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Previously discussed in https://udn.unrealengine.com/s/question/0D52L00004vKeNJSA0/blending-postproce ...
https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Caused by inconsistent usage of ClampMin/ClampMax/UIMin/UIMax in Scene.h Ranges should also be modified based on ...
Class UBlueprintAsyncActionBase provides methods RegisterWithGameInstance() and SetReadyToDestroy(), which respectively register and unregister the object with the game instance. Derived class UCanc ...
Soft refs to actors within level instances are not working for:Level Script.BP assets dynamically spawned at runtime.Placed BPs may also have their soft ref broken (maybe this issue is more-so relat ...