GDelayTrimMemoryDuringMapLoadMode is a CVar that controls whether a garbage collection should take place during map change after unloading the previous map and before loading the new one. By default ...
From UDN case #00655218: We extensively use the UDeveloperSettings class to automatically register project and editor settings for the different C++ plugins we build. For instance : UCLASS(config ...
When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...
There is no UI refresh for the Implemented Interfaces list in the Blueprint editor UI after a Blueprint Interface asset is renamed in the Content Drawer. Consequently, the interface cannot be remove ...
Failure occurs at compile time during GC when the replacement component that we create is being destroyed. This component includes the BillboardComponent instance that's attached to the scene compon ...
Since UE5.0, cannot edit double variables in property matrix. In UE4.27, it worked correctly and could be edited from the property matrix. This is because double variables are not supported in SProp ...
When using Push Replication with blueprints, UK2Node_VariableSetRef nodes do not mark a property as dirty and so the variable is not replicated. ...
Primitives with the "Lightmap Type" set to "Force Volumetric" are not shadowed correctly. Issue dates back to at least 4.27.2. As a workaround, making FLightCacheInterface::GetStaticInteraction al ...
When you delete and replace an asset with the same name, P4 will pick up the delete but not the add. It was mentioned that there is a P4 command (something like "reopen as add") that should be used ...