If the User changes the "World to Meters" setting in the World Settings this will cause the console to appear offset when brought up in VR. Note: the number used was 3600 ...
If a TArray has a TInlineAllocator with a large number and the class is used with a child Blueprint, the editor will throw an assert. If the base C++ Class is used instead of the Blueprint, the asse ...
The class FcollisionProfileNameCustomization customizes the property editor for the class FcollisionProfileName. However, it does not handle the case where multiple assets/actors are being edited si ...
Add this code to a function you call from a blue utility widget or any other way to start the import with this code.TArray<UAssetImportTask*> ImportTasks; for (int32 i = 0; i < cFC.Files.Num(); i++) ...
We should ideally hide the setting, but at the very least we can make it a warning if you check it indicating it's not gonna do anything. [Link Removed] ...
-When imported into 4.17.2 the 30fps animation had 42 frames. In any engine version after the animation has 17 frames -The 60 FPS animation only has 7 frames in all engine version ...
In Simulate or PIE it is not possible to see any Navmesh Volumes past the 1st in a multi-navmesh setup. Any Nav Volumes after the 1st need to have the 1st one enabled for them to be drawn in the Lev ...
When importing animations with numeric names from fbx in UE5.2 or later, the AnimationSequence asset is created but the animation data is not imported. The workaround is to not prefix bones with num ...
Adding more than 8 connections to or from a state in the state machine results in unpredictable behavior, like causing an animation to fail. (See image.) Was able to reproduce with user's test file ...
UnrealHeaderTool cannot parse certain declarations with a trailing `const` instead of a leading `const`. ...