The buffer start time is calculated by subtracting the TimeBufferHintSeconds from the stream length: const uint32 BufferStartTimeMS = UE::LWC::FloatToIntCastChecked<uint32>(FoundReplay->StreamInfo.L ...
Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...
There is currently no simple way to do a deprecated variable fixup on native variables that are set by a blueprint class. For a simple variable rename, CoreRedirects can be used and will work proper ...
Following code works as a workaround void FClusterUnionManager::HandleAddOperation(FClusterUnionIndex ClusterIndex, const TArray<FPBDRigidParticleHandle*>& Particles, bool bReleaseClustersFirst) ...
Deleting an actor that has soft references to it will not trigger a message box to confirm the deletion nor provide the list of other actors that reference it unless they are dirty. ...