This class is needed for FBX importing through blueprints. It needs the BlueprintType class specifier. ...
OnExecutorFinishedDelegateNative and OnExecutorFinishedDelegate broadcasting an bFatal into a bSuccess parameter which is inverted. Canceling a render should be considered an error, not a success. ...
Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...
Moving a spline mesh in the viewport causes negative values to be applied in the scene outliner actor count until the level is built again. ...
Rich text blocks don't seem to factor in the size of their embedded images properly when choosing where to wrap with autowrap enabled. ...
[/Script/Engine.RendererSettings] r.Tonemapper.Sharpen=2 r.TemporalAA.Upsampling=False r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.LightPropagationVolume=0 r.ReflectionCaptureRe ...
Context The property 'DefaultStartingData' in AbilitySystemComponent can be configured from blueprint to spawn default attribute sets. This happens OnRegister. For runtime spawned actors like pawns ...
[Image Removed] The Clay material is quite useful when the user needs to manipulate objects that originally has transparent materials, so not being able to use this feature on faces mode feels li ...
UMaterialInterface is BlueprintType, but UMaterialFunctionInterface is not. This makes it difficult to port some BP logic that works with materials to the material layer system. Crystal Dynamics wou ...