Nanite mesh socketed to a Skeletal Mesh is not affected by the 'Owner No See' or 'Only Owner See'. Compared this against a regular Static Mesh. ...
The result is that nothing states why the path returns blocked or pathfinding stops. There should be a log of at least a warning about the improper capsule setup. ...
Creating spline points requires interaction with the translate gizmo, and as soon as the new point is created when in an orthographic view, the cursor snaps back to the starting gizmo position. Thi ...
In UE4, "Private" for Blueprint variables was misnamed: its behavior actually meant "Protected". In other words, it can't be read or written to by external objects, but it can be by derived types. A ...
When the client receives a bunch, it will first apply all the new values for replicated properties before calling any repnotify functions for those properties. This means that in between the StaticM ...
Details in UDN [Link Removed] ...
Licensee video of the issue here - [Link Removed] This can be worked around with this setting: [Link Removed] However it is not a solution as this setting actually causes other programs, e.g. sl ...
We should modify FindBestMatchingFunc_Internal for the case of UObject pins to search for a best matching subclass instead of just use the base UObject comparison. We could also exclude any func ...
This is not a regression from 4.27.2, however, a similar issue was fixed in 4.26. Generating a C++ class that is in a subdirectory generates the #include "Subdirectory/Class.h" instead of #include ...
It seems as though calling a multicast RPC during BeginPlay on the server will cause the new actor to finish spawning on the client before applying any initial replicated data, such as the actor's R ...