A user reported that the FOculusRiftHMD::EnablePositionalTracking() function is missing a call to UpdateHmdCaps() so that the status of the HMD is correctly updated. The user's suggestion for this ...
I checked the c.haos code quickly. I think it caused by the function "bool FInitBodiesHelperBase::CreateShapesAndActors()". In this function, the CreateActor_AssumesLocked function will ignore the s ...
If the name of a UFUNCTION parameter matches the name of a previously defined UPROPERTY variable, the project will fail compile due to the following reason: Function parameter: '[Variable/Paramter ...
Setting the arrow size of an added arrow component via the Construction Script, does not update unless the 'Set Arrow Size' is plugged into the 'Set Arrow Color' function. The expected outcome woul ...
A licensee mentioned that If you see ALight::Destroyed() in Engine\Source\Runtime\Engine\Private\Light.cpp, you can see Super::Destroyed() is't called in the function. ...
When an instanced mesh that is added in the construction script is far enough away from the root component and has it's lighting baked the shadow will not render or will render incorrectly. This w ...
When changing the variable type or return type of a function in code and hot reload in the editor, blueprints that use the variable/function do not have their pins updated until the editor is closed ...
The dynamic shadow distance movable light setting is only working for values below 20000 on translucent materials. The shadow cast on the translucent material will fade out long before the opaque ma ...
It seems that in CoreNet.h, there are two constructors declared. However, only the first constructor is defined in CoreNet.cpp. If you look in CoreNet.h, you'll notice that FNetBitReader( int64 In ...
Attempting to load dlc assets with RequestAsyncLoad function results in the assets not being recognized. ...