FText variables are saved with a Package Namespace stored inside them, that keeps track of the package they were created for. This allows the translation key to stay consistent over time. Blueprint- ...
The user reports a scene with a reasonable number of foliage instances renders with black lighting: After updating to 4.11 (.1 or .2 doesn't matter) I have not been able to bake my lighting properl ...
When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The mem ...
Setup: Blend by Bool>Slot>Final Pose. Say the bool starts on true. While playing a Montage on the slot, flip the bool value to false. After the montage finishes, the blend node will start on true ...
Performing a hot reload after modifying game code (plugin code is unmodified) does not also reload plugin modules. In the attached project, there are some log messages output when the plugin module ...
When creating a GameplayEffect, modifiers can tag requirements for the Source and Target tags. For Duration gameplay effects, these tag requirements are checked from FAggregatorMod::UpdateQualifies ...
It is not possible to edit the properties in the Details panel inside the Blueprint editor for a component inherited from the parent code class, if the default subobject for that component was creat ...
From the UDN ticket here: [Link Removed] We are developing a plug in which contains classes built from UInstancedStaticMeshComponent, overriding its virtual functions to update our mesh instances o ...
This is a common crash that occurs for users in the 4.16 release. Log file attached. Additional information is currently unavailable. User DescriptionsRandom Crash After right clicking Static mes ...
Pasting from the UDN: Unsafe code in AbilitySystem can lead to crash when granting an ability inside OnAbilityEnded Hello. We just ran into a crash. After investigation, it seems to be caused by ...