From a developer: If the same key is mapped to N action events all the mapped events fire N times. This issue only exists with the OpenXR plugin enabled and does not occur for any keyboard/mouse i ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...
The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...
The p4 files command is used to grab the list of depot files. This does not have a client path, but the parse records function called in FPerfroceGetFileListWorker::Execute (ParseRecordSetForState) ...
The issue was reproduced when building a minimap for an open world level with no Actors with "Is Spatially Loaded" enabled. Placing additional Actors with "Is Spatially Loaded" enabled in the level ...
When inside an array is used a UStruct with a FGameplayTagQuery var that has the EditCondition meta that is evaluating inside the struct. When a new element is added to the array in the editor, if a ...
In the new implementation UAssetDefinition to define the actions for asset we found that it isn't possible to delete or hide actions from parent classes due to the ToolMenu system works with delegat ...
Reported by user in SF [Link Removed] An animated FBX file from Mixamo appears with a distorted mesh inside Twinmotion. Distortion appears regardless of settings used for import. ...
Reported in SF [Link Removed] Client has a file that consistently crashes during loading in the PCGComponent.cpp that appears to be linked to placed vegetation. Crash occurs during file open and m ...