r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...
UBlueprint::IsDataValid() does not currently check component templates inherited from a parent Blueprint class asset's SimpleConstructionScript; only the current class hierarchy is considered. Given ...
DESCRIPTION: If you try to open the physics asset for the Advanced Vehicle template will throw a warning that the physics asset has no default skeleton and that it will be replaced with the default ...
The issue is that when we hit a breakpoint with no 'object to debug' set, we will set a flag bResetObjectBeingDebuggedWhenFinished to true, so after you resume execution we'll clear that flag and fo ...
Texture format override to BGRA8 due to changes in CL-30603716. The following code can restore the previous behavior. void FShadowMapPendingTexture::StartEncoding(ULevel* LightingScenario, ITexture ...
Actor.h has a large comment that describes the entire lifecycle of Actors, which was written for the API website (https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/index.ht ...
FGameplayAbilitySpecHandle is a struct that can be replicated by-design to identify a granted GameplayAbility in server-client communication. This works fine with default struct replication using FR ...
Hi, while trying to workaround this: https://udn.unrealengine.com/s/question/0D54z00008kTgHCCA0/variant-manager-crash-in-upropertyvaluehasvalidresolve I thought I would not create variant sets act ...
Version 4.21:The script result in popping the Alembic Import windows instead of a silent importThe provided options are ignored by the importer. Version 4.22: Results in the provided callstack wi ...
See the attached UDN for more information and a sample project reproducing the issue. This issue seems to happen due to a specific order of events. First, the component is destroyed, and garbage col ...