Assets referred from disabled Emitter will cooked and loaded in Game. And licensee wants to make ParticleSystem with some emitters and sometimes they want to keep emitters but disabled. But disabled ...
It's showing up when you start Play using main window, but disappears after finishing play session - should be consistent with main BehaviorTree editor window. ...
Originally marked Won't Fix in 2017. Issue reopened on May 1, 2024. All inputs of a Select blueprint node are evaluated, even though in the end only one value is selected. This is wasteful work. ...
ESplineMeshAxis Enum is not available as a variable or struct User Description: I have a struct that is responsible for holding many of the properties of my spline meshes. I want it to hold the ES ...
When using instanced meshes in a Blueprint or in foliage tool the indirect lighting cache will not correctly light these meshes. I've include a sample project with map to demonstrate what the lice ...
Macro that causes an infinite script recursion error crashes editor and produces errors in output log referring to UnrealScript. Frequency: 3/3 Crash Reporter; [Link Removed] ...
If a variable in a blueprint is the same name as a referenced variable from another blueprint, using "find references" on the local variable will return references to both the local and the external ...
User gets a warning from a set of nodes after they restart their project. The setup is between a "GetClass" node and a "Contains Item" node. The Setup appears to work fine and there is no initial wa ...
In Http communication server headers are Implemented as TMap such that multiple calls override the previous call so only one setting is saved. This means that, among other issues, a lot of times co ...
If you create 3 curves in AnimSequence A and name them 1, 2 and 3 respectively, then create 3 curves in AnimSequence B and name them 4,5 and 6 respectively... In AnimSequence B you will not be able ...