Issue occurs because there is a legacy code path that forces all interface parameters to be declared as 'const' in function declarations, even if CPF_ConstParm is not set in exported C++ code. This ...
The base implementation of UObject::GetLifetimeReplicatedProperties doesn't check to see if its class is a blueprint-generated class and add its properties, like UActorComponent::GetLifetimeReplicat ...
Spline Mesh Components lose their collision in a packaged game when spawning them at runtime, or modifying them via 'Set Start and End' function at runtime. ...
I do not have access to an iPad Air 2 so it is impossible for me to reproduce, but it seems that when using SeneCaptureComponent2D on the device, memory usage will increase drastically. ...
Expectation: It's known it has different lighting interpolations method and quality for VLM on PCvsMobile; but Indirect lighting from VLM should provide similar lighting Direction on PC&Mobile. ...
Preview Scene Setting Environment Color only shows as black in Niagara editor viewports This issue does not reproduce in the Material, Static Mesh, Skeletal Mesh, Anim BP, or Control Rig Editors. ...
When the level sequence is evaluated from calling play on a level sequence player the level sequence actor does not have an opportunity to tick, which is where the transform origin is calculated. ...
Toggling a bool doesn't enable/disable the elements of the array similarly to how it does for TArray in the details panel. Static arrays should have the same semantics as TArray with regards to edit ...