The following code can often be found in UNiagaraDataInterfaceChaosDestruction.const int32 ParticleID = ParticleIDParam.GetAndAdvance() - LastSpawnedPointID + 1; The LastSpawnedPointID is usual ...
If the GeometryCollectionActor (GCA) is simulating physics, calling SetSimulatePhysics(false) does not stop the simulation. If the simulation is paused, calling SetSimulatePhysics(true) does as expe ...
When reparenting blueprints and both the old and new parent blueprint contain a subobject but with different values on it, the reparented blueprint doesn't correctly inherit values from the new pare ...
A character standing in a base will match its velocity to the base's velocity. If that character jumps into another base its velocity will be added to the new base's velocity and the character will ...
Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...
The UPaperSprite::BakedSourceTexture will be nullptr in a packaged game if the sprite is not referenced by the UGameInstance. The attached sample project demonstrates this scenario. ...
The necessary conditions to trigger the issue: The WorldPartionHLOD actor to rebuild must reference a packed level actor The packed level actor must be loaded in the map when rebuilding the HLOD ...
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 overlap checks are used to see if we can warp back to the previous position to combine network moves to longer moves, but making sure we wouldn't put the character in penetration when rolling ba ...