When iterating through the struct’s properties to check if the values have remained the same, it seems as though the SectionIdToPlay has changed, causing validation to fail (see attached log snippet ...
When using Get Random Reachable Point in Radius and spawning instanced static meshes on those points, it returns a similar pattern almost every time with an L-shape in the center along with a dense ...
Adding a static FSimpleElementCollector variable in a code class prevents the packaged project from running. No log is created. ...
ProjectWorldToScreen always returns true. User states: "This probably comes from that line of code : bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelati ...
In the attached example, the third person mannequin character's BeginPlay() runs an Ability_Task which starts an animation montage. In the task it is specified that the blend out time (BlendOutTime ...
Tested in: //UE4/Release-4.27 CL 18319896 Input pin was of type Vector //UE5/Release-5.0 CL 20979098 Input pin was of type Vector 3f //UE5/Release-5.1 CL 22346211 Input pin was of type Vector 3f Th ...
When attempting to reset the location of an actor blueprint instance that was not created off of an empty actor placed at 0,0,0, the location gets set back to the original location of the empty acto ...
When a landscape weightmap or heightmap update is required, ALandscape::ResolveLayersTexture is called via the ALandscape::UpdateLayersContent() The problem appears to be that all pixels in the Out ...
When the engine is running in the background, the following ensure may be hit in NetworkPredictionService_Interpolate.inl: npEnsure(ToFrame == INDEX_NONE || LocalFrame - ToFrame < Frames.Buffer.Cap ...