When using a blueprint with a destructible component, you can call the SetCollisionResponseToChannel node of that component in the construction script. As a result the engine will crash when attempt ...
It is not possible to use the Create StaticMesh button to create a Static Mesh from a Procedural Mesh with only 3 verts. The following if check is the reason:if (RawMesh.VertexPositions.Num() > 3 && ...
Looks like the pass count check for assigning the fast vram flag is wrong when looking for a pooled render target and always discards the first found RT when making multiple passes. Code should like ...
The log2 function does not exist in libc.so on older Android. Using FMath::Log2 instead solves the issue. ...
Gameplay Tag Re-directories are not updating properly with nodes. Specific nodes include: "Make literal gameplay tag" and Switch on gameplay tag. Versions Tested: 4.15.3 - CL: 3450819 4.16.2 - CL: ...
Android / iOS build failed when using subclass(C++) of UGlobalEditorUtilityBase. I had already confirm that the error doesn't occur when subclass(BP) of UGlobalEditorUtilityBase. I suggest that we ...
Attaching a particle to the bone of the actor spawning with the parent's sequence, once closed it will be missing. Error occurred in this project.[Link Removed] Content/Sequencer/CutMaster Content/ ...
The questioner of this problem at UDN wants to create a Precomputed Vosability Volume with the deformed volume. When Extruded Precomputed Vosability Volume is used, the cell will not fill this volum ...
Child Actor Component outputs error when child class is set to empty using blutility I attached repro proj. ...
The MRMeshComponent is a derived component class that should have a call to Super being made, yet there isn't one. ...