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 ...
The FKey structure represents a user action input such as a keyboard key, a mouse button/wheel, or a gesture in VR. For the keyboard, it can represent any pressable key, such as letters, numbers, sy ...
This issue occurs when placing a breakpoint inside a loop in a blueprint's Event Graph or Function Graph. The breakpoint is only triggered once, even though the loop should continue executing. When ...
When bFailedNavLinkNavLink is enabled in RecastNavmesh, some NavLink points are debugged and others are not depending on the position of the NavLink point. In the sample project, enable bFailedNavL ...
Editor Utility Widgets (EUW) can be used to script editor behavior. One use case is the automation of asset creation. A licensee has reported that when an EUW is used to create an asset, for as lon ...
The user has a proposed fix which they said works: Heya, so just to be clear your solution was to change the WinDualShock.uplugin file where the "WinDualShock" module is defined, and make it "Runtim ...
Animations that are disabled in the Pose Search database still get loaded in a cooked build ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...