Context: Static Mesh Spawner is used to spawn one static mesh per point in the provided point data. PCGMeshSelectorByAttribute is used to select an entry based on an attribute present on the mesh. ...
There is an engine bug when using the EnumRedirects feature inside a config file. If we have a Blueprint Enum used in our blueprints, and we want to convert all the Blueprint enum references to a C+ ...
The description of SpringArmComponent's "Use Camera Lag Substepping" option says "sub-step camera damping so that it handles fluctuating frame rates well". However, as noted and explained by a licen ...
LandscapeSplineActors and LandscapeSplineMeshesActors are not behaving as expected in 5.4 or 5.5. Testing in 5.4 the issue mostly seems to stem from issues with the Target Landscape -> Landscape Ac ...
The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once ...
Context Recast lets you configure multiple agent types in Project Settings > Navigation System > Supported Agents. When agents have unique settings such as agent radius, building a nav mesh results ...
The Ellipsis overflow method on text widgets can cause an ensure to trip as a result of a render batch being sent with no indices. We could guard against this in SlateRHIRenderingPolicy by checking ...
It is possible to experience an editor crash in 5.5.4 when the cook process generates a warning that references an asset while the editor is saving. It seems that during a save operation, the code t ...
In BuildProject.txt, to make relative path to the project outside the engine root, all paths contains “..” after action command directory. D:/dev/UnrealEngine-5.5.0//HLODTemp/f09bf0f5/HLODBuilder0 ...