When using the Subobject Data Subsystem in C++, method FSubobjectData::SetupAttachment() can be used to help attaching a component to a parent at a given socket. This function receives SocketName as ...
[Link Removed] From UDN: "The component picker has a Paste option and when trying to decide if it should be enabled or not it attempts to load a class using the clipboard contents as a class name. ...
Reported in SF [Link Removed] In scenes containing large numbers of certain Twinmotion assets, when activating Path Tracer, some of the assets will not render. The assets will render normally in St ...
When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...
This alteration was introduced in the 'Found CL' field - and is likely an unintentional side effect of adding SIMD to the solver. There is a repro project attached, open up 'TestMap' and run to see ...
I'm trying to use VFX in specific regions on a character and would normally use sampling regions to do it easily, however the mutable mesh that is generated doesn't seem to be creating any of the on ...
It is possible for an editor crash to occur if a build is running (Lightmass in this case) and another is launched such as Build World Partition Minimap (as well as HLOD and Spline builders). This i ...
There is a memory leak in the Distance Fields category when a mesh continuously moves through the world and the scene is being captured with bDisableWorldRendering set to true. This issue occurs on ...
When an emitter's Position Mode is Unset, the particles spawn in World Space 0,0,0. This is unexpected. If the Position Mode is Unset in 5.4, the particles remain in Local Space, which is the inten ...