Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
Reparenting a widget within it's own event can cause that widget's tree to have null references instead of references to slate widgets. This happens because when a widget is reparented, we remove a ...
// enforce color target is <= depth and MSAA settings match if(RTTDesc.Width > DTTDesc.Width || RTTDesc.Height > DTTDesc.Height || RTTDesc.SampleDesc.Count != DTTDesc.SampleDesc.Count || ...
Per Licensee: I noticed that the Volumetric Lightmap does not build at correct density if an object is under the level of the terrain. Is this a feature or a bug? I'm creating a under-terrain dung ...
When you have a non-inlined ufunction, UHT fails to parse the restrict keyword in its parameter list. Note: The following compiles (notice that the only change is the use of the FORCEINLINE keywo ...
This seems to be because the ModuleUsageBitmask is hardcoded as Particle. Sig.ModuleUsageBitmask = ENiagaraScriptUsageMask::Particle; UNiagaraDataInterfaceGrid2DCollection::GetFunction { ... ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
This behaviour was introduced in the following changelists in 5.3: CLs 25371706 and 25407985 https://github.com/EpicGames/UnrealEngine/commit/6e985ceeb98bc0d166756ccd3e3c0b0350d02265https://github. ...
When using the Reparent Blueprint node in an Editor Utility Blueprint, e.g. an Asset Action Utility, compilation errors will occur if you try to reparent a blueprint with a native parent class to a ...