Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...
In Unreal Engine 5.5 and earlier, users could select “None” as the Preview Game Language in the Editor Preferences. Starting from UE 5.6, this “None” option is no longer available. Based on source ...
FMovieSceneSkeletalAnimationParams::MapTimeToAnimation takes in an FFrameTime and FFrameRate and is supposed to tell you which frame of animation that evaluates to, when accounting for looping, play ...
Note: I looked for a similar or related bug but could not find one. Sorry if it's here and buried. Subsurface Profile materials render differently in the Material Editor Preview pane than they do a ...
This is a commonly reported crash from Mac users in the community. The repro steps are currently unknown, and appear to be varied based on user information below.zoomed out quickly while in a bluepr ...
Cannot hide most Blueprint categories from the Class Settings of a bp. x = Cannot hide Actor - Hid-able Add Component - x Add Event - x AI - x Animation - Hid-able Audio - Hid-able Canvas Render T ...
The ApplyLocalExposureCS shader in PostProcessLocalExposure.usf computes UV coordinates for the LumBilateralGrid 3D texture using Output_ExtentInverse (1/RenderTargetSize) instead of Output_Viewport ...
This is a common crash affecting users in 4.16 and the 4.17 Previews. The two descriptions provided by users say their crash occurred after updating their project from 4.13. User DescriptionsUpgra ...
This may not be an expected use of state machines, but it is becoming a showstopper for a couple of users. These user's are caching their locomotion state machine and then using a second state mach ...
A licensee reports that their large map has a 10s cost in the AssetRegistry when resaved. They took a profile and found the cost is mostly in LoadCalculatedDependencies for the map, and most of that ...