When using a Game Feature Plugin, one of the settings available in the "GameFeatureData" DataAsset (class UGameFeatureData) is "PrimaryAssetTypesToScan", which is an array of FPrimaryAssetTypeInfo s ...
File "<ENGINE_PATH>/Engine/Config/BaseEditorSettings.ini" contains the following setting: [/Script/UnrealEd.ContentBrowserSettings] ; Whether to display the game project plugins in the Content Brow ...
From 5.6 onwards, Skylight Leaking is much stronger in reflections than in the world. Also tested on //UE5/Release-5.6, CL 45232827 ...
Normally if you have a property in your state tree instance data of the input property(Category = Input), when you compile the state tree, you will get errors if the property does not have a binding ...
When exporting a level sequence to an animation sequence, the bones used will be based on the LOD for the current camera location, instead of exporting LOD0. This is very noticable if you pull the ...
Viewport camera lock in Sequencer fails to persist correctly after running PIE with Sequencer open, then closing Sequencer and running PIE again. The issue consistently reproduces using the attached ...
An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...
Reported by a licensee - separate CSVs from different perf sequences that are in one go are not picked up upon completion. ...
The messages emitted when CppCompileWarningSettings.NonInlinedGenCppWarningLevel is set to Warning\Error should contain the literal so the tools pick them up and react accordingly. From the EPS c ...
When creating a hierarchy of Actors in the Outliner, the transform of the "child" actors will be reset if their Parent's IsEditorOnlyActor property is true. The project in the EPS case is using ...