FInstancedStructs, or its TInstancedStruct sibling, can be included in a class that inherits from UDeveloperSettings. UDeveloperSettings will persist data in a configuration file. In the case of FI ...
The 5.5 version of the CitySample project, particularly the MassCrowd scene, was not properly maintained. The previously working functionality of NPCs being able to sit on a bench is now broken. CAS ...
There is a bug with Blueprint structs having FInstancedStruct as a property. If you modify the DefaultValues of any property of an FInstancedStruct inside the blueprint struct asset, an ensure will ...
Behavior Tree (BT) services added to root nodes call the initial tick twice A BT Service with the setting "Call Tick on Search Start" enabled will execute the initial tick twice when added to the ro ...
When the Composite Editor Primitives setting is disabled, these editor primitives do not render correctly. In specific, ZoneGraph editor primitives do not render with a colour. This appears to be t ...
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 ...
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 ...
2 issues with SGameplayTagQueryEntryBox that a UDN customer noticed:We are binding a delegate to UGameplayTagsManager::OnGetCategoriesMetaFromPropertyHandle to customize how the categories are retri ...
Adding a ZoneShapeComponent to an Actor BP does not behave as expected. You cannot use the shape as a polygon with per point lane profiles like what is needed for an intersection. When attempting to ...
ZoneShapes do not reset visuals when being de-selected and re-selected. The last piece of the zone shape to be selected will still show as selected when the shape is re-selected, but using the edito ...