Vehicle Template vehicle with added Thruster Configuration to its VehicleMovementComponent will be affected by force relative to the distance from the origin. At around 200000 the force is enough to ...
This seems to be a result of how the changemask is handled for fast arrays. Because the changemask is a fixed set of bits (defined by IrisFastArrayChangeMaskBits), a single bit can represent multipl ...
A licensee has reported that the USkinnedMeshComponent::FindClosestBone function does not respect the bRequiresPhysicsAsset parameter, resulting in the bone returning bones that are not part of the ...
A licensee reported an issue where mouse events are not able to be used as touch events on Android apps. This was specifically reported on and tested on Chromebooks. After working with Chris Babcock ...
When loading a Soft Object and directly placing the loaded Object into a Blackboard, after about 2 minutes the Object will unload and become null inside the Blackboard. This issue only occurs in a p ...
The UDN has a possible fix for this issue in the Component Type Registry You can use the following as a test C++ class: #pragma once #include "CoreMinimal.h" #include "Components/ActorComp ...
This looks like it can be fixed with an early-out when the passed array of indices is empty. Log:[2024.01.03-16.38.36:091][291]LogOutputDevice: Warning: Script Stack (1 frames) : /Game/BP_Crashy.B ...
Calling UStaticMeshComponent::GetMaterial() during a Blueprint compile on load can cause the Material shader to fail to compile because GetMaterial will trigger a PostLoad call on that Material and ...
Simple HUD in Topdown template will have rendering errors if played in Immersive mode (F11). It will cause a white flickering line on the left and top of the window that will start to blur as the p ...
Adding assets to a project on a drive that is full still creates the file at the desired location instead of in a temporary location and provides no information as to why the asset is failing to loa ...