The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...
This is NOT a regression. Tested In //UE4/Release-4.27 at CL18319896 Printing an actor's transform as a string returns transform and rotation with a colon, but returns scale without. ...
Game feature plugins load config files in a different way than normal plugins, which is confusing and can lead to broken behavior unless the developer knows about these issues ahead of time. The loa ...
Lots more info in UDN ticket: [Link Removed] TLDR is that if a construction script moves a child component with an attachment point, it's attached actors don't follow. This causes editor tools to n ...
Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...
Different results in //UE4/Release-4.27 CL#18319896 On Instance Take Radial Damage will not receive radial damage against Foliage. ...
Migrating to a Game Feature plugin can result in assets' losing references. From User: "Migrating assets to a game feature plugin's content directory leaves them having invalid references, editor t ...
Editing an array of gameplay tags on a component belonging to an actor instance can lead to a crash. There are inconsistencies with how the Gameplay Tag Editor widget behaves:Array of gameplay tags ...
The Game Features plugin does not create a Plugins or a GameFeatures folder in the project location. This prevents a user from making a new Game Features (Content Only) and a Game Features (With C++ ...
See linked UDN for more information. ...