Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...
If a Procedural Mesh is created on BeginPlay (at runtime) instead of in the Construction Script, collision with non-player objects does not register correctly in packaged or launched games. This wor ...
Instanced Static Mesh components created through the Construction Script aren't visible in Standalone Game. Collision is still present. They are visible in all other play modes and if created on Eve ...
When it updates the red channel, the Simple Construction Script (SCS) gets re-run (via AActor::RerunConstructionScripts) on the Blueprint Actor instance generating new instances of all its component ...
Slack: [Link Removed] Cook error: UATHelper: Cooking (Windows): LogSavePackage: Warning: UATHelper: Cooking (Windows): Referencers of MovieSceneTimeWarpSection /Game/ChildSequence.ChildSequence: ...
There's actually two issues going on here: 1. The REINST references are incorrect, and due to [Link Removed]. 2. Blueprint created components will always have different names between the instance ...
Spline Mesh Component created from KML file doesn't render in PIE after spline point change I cannot get this to occur outside of the users test project. He is pulling data from a KML file, creatin ...
If the ISM component is not in a blueprint, but added directly inside the level, the CPD works. If the CPD value is set from a construction script through either the Default or Transient function, i ...
Unexpected results from setting relative rotation on child of child in BP. Also confirmed in Main CL 4302610 "I have found that changing this code from RelativeRotationCache . RotatorToQuat (NewRe ...
LOD Build Scale set higher than 1 will cause a merged actor to increase to that scale when created. It seems to be using the LOD Build Scale to double in size on actor merge. This is a regression: ...