When we set up the draw calls for ISM with GPU LOD selection we submit a draw call per LOD. For this we calculate the minimum and maximum possible LOD with a call to ComputeLODForMeshes() in FReleva ...
When a component class (base) contains a component property (Nested) adding the base component to a blueprint and changing the position of the component will update the base and nested components as ...
I was testing some behavior tree content and wanted to temporarily disable a behavior tree entirely. So, I disconnected the root node from the selector node below it and expected that to disable the ...
From user SONB: Launching the project for the first time on Android device the landscape has the correct material applied. However, if I change something in the material (for example adding a Lands ...
Changing a public variable which is setup in the construction script of an actor to set the actor's collision response type does not change the actor's collision response type. The response type rem ...
Compiling Child Blueprint and editing child component's class value, results in parent component's value being changed under certain compile conditions. "This is because they're now pointing to t ...
We started running into issues with the console history not saving after upgrading to 5.2.1. The console history (as in the commands last input into the in-game console) is no longer being saved bet ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
When the first checkpoint is recorded, the correct array properties will be captured in the LifetimeChangelist. When these array items are later removed and another property on the actor is changed, ...
This is a somewhat common crash that has occurred throughout the 4.17 release. Users have not provided any description of their actions when the crash occurred. The callstack is similar to some ol ...