Creating objects at cook time that are exported into the cooked package is a possible cause of indeterminism, and therefore we have banned it in engine classes and will fire a warning about it. Cur ...
UHT will only emit the REPLICATED_BASE_CLASS macro and set the NeedsPushModelHeaders flag when the class has replicated properties. If a base class doesn't have any replicated properties, it will le ...
FRepLayout::DiffProperties doesn't check if the property's conditions is COND_Never or if the Parent Cmd's flags have the ERepParentFlags::IsLifetime flag (which FRepLayout::InitFromClass doesn't se ...
Can't assign Media Texture assets to the Brush->Image property in Images on Widget Blueprints. This workflow is explicitly mentioned as a step in these docs, so if this is no longer the correct meth ...
Licensee reports that overlapping actors not detected when the static mesh pivot doesn't coincide with actual geometry, e.g. between a character's legs. Maybe should do a bounding box check instead ...
Game.ini:[/Script/Engine/AssetManagerSettings]:PrimaryAssetTypes is an ini setting to specify which PrimaryAssets should be used by the engine during cook to specify which packages gets cooked and w ...
If you set ComponentClass override in child class BP and grandchild class BP respectively, it is ignored in grandchild class. This issue is probably related to [Link Removed] ...
The distance field scene is shared between scene renders in a given frame. However, LOD requests are not tracked over the entire frame, but per scene render (e.g. camera or scene capture). Thus, if ...