If a Blueprint asset contains a function call node for which the referenced function context is set to 'self', if the "Target" pin is connected to a type that equates to the owning Blueprint asset ( ...
As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...
The display implementation is in the level blueprint. [Image Removed] ...
in PIE, RerunConstructionScript() is executed and actor's CachedMaxDrawDistance is updated as expected. in packaged game, RerunConstructionScript() is not executed so, CullDistanceVolume is not u ...
Basically, APlayerController::HiddenActors, which is propagated into FSceneView::HiddenPrimitives is not used to skip shadow casters in the DF shadow implementation. Because this does not use the g ...
Texture2DArray asset thumbnails are not reflected when the source file texture is changed. Once a Texture2DArray asset is opened and loaded, the thumbnail will follow any subsequent source file upda ...
The -DiffOnly cook mode shows that the LightingGuid seems to change every cook. In Lyra, there seems to be 48 such assets that change every cook due to this. ...
Licensee found that memory being allocated during a resize in NavMeshMemory is not being tagged within LLM as NavigationMemory but show in LLM as Untagged memory. They do not have a callstack showca ...