Copying Gameplay Tag Queries (FGameplayTagQuery) in the editor uses transient instanced object paths, so will no longer be valid when the data is unloaded, making it difficult to save or share queri ...
A Level Instance or Packed Level Actor can be created through editor scripting by using function ULevelInstanceSubsystem::CreateLevelInstanceFrom(), which receives parameters packed in the FNewLevel ...
Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...
The result of the duplication operation is that the Actors in the new group are part of the DataLayer but the new GroupActor is not. ...
5.6[Image Removed] 5.5[Image Removed][Link Removed] ...
There is a thread conflict between FRDGBuilder execution in Background Worker and LumenVisualizer's LumenCard add/delete process. When lumen cards are displayed in a scene with many objects, a crash ...
Hardware Raytracing support can cause a crash on AMD Radeon GPUs when creating the RT pipeline state. ...
In the case of a single-layer Level Instance, actors are still referenced even when the region is unloaded. However, in the case of nested Level Instances, the level being edited is discarded when t ...
Hi, We are trying to use Mutable plugin to avoid clipping using the RemoveMeshNode with data from DataTables. However we are having trouble with the most basic example of our idea. We have a Data ...
In an ideal world, all mesh merge algorithms should have the option to use as input one of the followingRender mesh (non-nanite) (+ the option to target a specific LOD)Mesh Description (+ the option ...