Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears that it's not allowed to schedule mo ...
The character movement component in void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...
CharacterMovementComponent has recently received support for custom gravity directions. Crouch logic needs to be updated to account for custom directions. Currently, crouching logic in CMC assumes Z ...
USplineComponent::GetSplinePointAt() returns an FSplinePoint with the ESplinePointType 'CurveCustomTangent' rather than the type from the setup.Expected: It should return the correct type. ...
Create a blueprint based on actor, give it a SceneComponent named ExampleComp (BP_TestActor) - this should be the blueprints only componentCreate a new level (TestMap), place an instance of the bluepr ...
When using the Subobject Data Subsystem (Engine\Source\Editor\SubobjectDataInterface\Public\SubobjectDataSubsystem.h), we often have to work with an instance of FSubobjectData (Engine\Source\Editor\ ...
Download and unzip attached project.Run editor.Select actor.Select BP_MyComponent in Outliner.Change "Some String" to any value. Observe that value resets to the default.Change "Category" to any value ...
There's some quirky behavior occurring with the component's CDO when we change a value that isn't compared by the native code's equality operator. It only seems to commit when we first change anothe ...
Newly added scene components to blueprints will have no billboard sprites, and thus cause the actor to be invisible in the editor unless other visible components are added. They exist on the default ...
This seems be solved if asset is modify and saved again (Show in the video resource below ) [Link Removed] UDN Thread: https://udn.unrealengine.com/s/case/5004z00001nzoC9AAI/soft-reference-to-r ...