In a normal detail panel, each element has its own SDetailSingleItemRow and are mostly uniformly sized with some exceptions of having a few bigger rows (i.e. asset pickers). However, these layers ar ...
This seems to only affect an emitter and not a system asset. ...
Landscape splines are displaying their collision incorrectly. The collision is projected off the spline however this issue is purely visual. The collision itself still works as expected. This was t ...
Parameter collection overrides defined in the Niagara system's System Properties do not work. In FNiagaraSystemSimulation::GetParameterCollectionInstance the return value of GetParameterCollectionO ...
For many years there has been a static function on UEnum called GetValueAsString which would convert an enum like EAttachmentRule::KeepWorld to the string "KeepWorld", if you passed in the explicit ...
Merging actors with cast shadows disabled causes the merged actor to be unable to cast shadows at all. Toggling the Cast Shadows option does not resolve the issue. This is seen in //UE4/Release-4.2 ...
Checked on the Binary version //UE4/Release-4.25 stream CL 13942748 Version 4.25.3, logs are also saved into Engine folder: \AppData\Local\UnrealEngine\4.25\Saved\Logs instead of a Project folderIf a ...
Retarget source doesn't affect DDC key, so it causes incorrect result. Changing the anim sequence DDC key generation to include it fixes this issue. ...
UDebugSkelMeshComponent and PreviewInstance are lost current animation asset. There are 2 ways to fix below void UDebugSkelMeshComponent::InitAnim(bool bForceReinit) { // If we already have Pre ...
Copying an emitter asset through the content browser will lead to cross communication when the two are used in the same system ...