Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...
Consider a UStruct with some basic type members, each one with a default value specified in the struct. Also consider a TSet or TMap with that struct as keys, used inside a UObject as a UProperty an ...
AActor::AddReplicatedSubObject will ensure in this case if the actor doesn't set bReplicateUsingRegisteredSubObjectList, but there is no equivalent check in AActor::AddActorComponentReplicatedSubObj ...
When reimporting meshes with changes to their material sections, specifically additions, there is no indication that there will be an issue on output of a generated mesh. Ideally, we can watch for a ...
Looks like the resize that does the safe zone update is done before the orientation is updated. I suggested swapping the order to licensee in the UDN ticket and it worked for him. This should be t ...
Nanite foliage static meshes do not respect the "foliage.MaxEndCullDistance" console variable setting. This was brought up in a UDN: [Link Removed] ...
When the actor goes out of dormancy, it will replicate its push model property, even if it hasn't been marked as dirty. In this case, it seems the value of the property is not written to the shadow ...
Because the component's subobjects are replicated before the component, the content block for the subobject is received before the component has been created on the client. Since this subobject is c ...