Replicated actors wait until initial replicated properties are read and applied to call BeginPlay (from PostNetInit), and this is usually where the actor's components have BeginPlay called as well. ...
The UDN has a possible fix for this issue in the Component Type Registry You can use the following as a test C++ class: #pragma once #include "CoreMinimal.h" #include "Components/ActorComp ...
I test it for more information for your reference:It happens only when a Landscape *Height *was output to the RVT, other Landscape's maps like BaseColor are all fine, as well as Height output from o ...
The Localization Dashboard is not properly localizing Dialogue Wave assets that are located within plugins. This appears to be a problem with the UExportDialogueScriptCommandlet - namely, it appears ...
The ListView widget currently depends on the UWorld's timer manager to fire an event indicating new entries have been generated (see UListViewBase::FinishGeneratingEntry). This can become a problem ...
IsDataValid is not called for components inherited via a parent's SCS. I've attached a small repro project. (4.27) ...
If a user import a lot of animation in one fbx, the logic that compute the automatic framerate can diverge and hit a very high value. The maximum sample rate is 1920Hz which is very high,. The user ...
This occurs in UE5/EA and in Release-5.0 ...
It looks like this only happens to multicast RPCs that are outgoing from a server. Client RPCs still show up as expected, and both incoming and outgoing RPCs appear properly in a client's session. ...