When implementing a USceneComponent in C++, one may want to add one or more internal UObjects to hold some data or perform specific tasks (this is also done by several UE built-in components). These ...
A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...
I think it doesn't like the "bPlaying == false" expression for the EditCondition meta tag on the UPROPERTY... You also get these warnings every single time the Sequencer plays through a keyframe on ...
From licensee:When the player pawn teleports inside a structure that is a HLOD, the dithered HLOD fading transition is not properly reset so we can see it re-starting to fade, from the inside. Our ...
This issue seems to only occur when using the hotkey to create comments. Using the r-click menu seems to work as expected. ...
In WorldConditionsEditor, at least DataRefDetails and DefinitionDetails forward declare USmartObjectDefinition without using the class. The uplugin nor the build.cs does not list SmartObjects as a ...
When attempting to connect the output of a branch node to a downstream node that is already connected to one of the other outputs of the branch, users see a 'cycles are not allowed' message preventi ...
The reason should be in FMaterialShader::GetParameterCollectionBuffer , Scene is nullptr and cached value GDefaultMaterialParameterCollectionInstances ** doesn't update. ...
UDN customer requests that all parameters have units in their tooltips. Need to do a sweep and check what might be missing. This is not a regression, the information will have never been their in t ...