During a Multi-User Editing session with two or more team members two or more users can take control of the same actor and move it to different locations in the viewport at the same time. However, ...
Generated from CrashReporter Logs can be obtained via Crash Reporter ...
If a BT ends with a latent abort with another BT asset pending initialization, the BehaviorTree component will stop the tree that was aborted, but it does not start the new tree. You can check with ...
Static meshes can have normals flipped when the actor they are attached to has one component of its scale inverted. ...
ABrush::SupportsExternalPackaging overrides the base implementation of AActor::SupportsExternalPackaging which returns false for transient actors, but it doesn't call super. As a result, transient ...
Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...
GameplayCues inheriting from GameplayCueNotify_Actor no longer have their Removed functions called when removed via UAbilitySystemComponent::RemoveGameplayCue if GameplayCueNotifyTagCheckOnRemove is ...