Modify gets called from AWaterBody constructor: WaterSplineMetadata->Reset(3); WaterSplineMetadata->AddPoint(0.0f); WaterSplineMetadata->AddPoint(1.0f); WaterSplineMetadata->AddPoint ...
Child blueprints of a blueprint of a native actor class with sparse data can have an incorrectly null SparseClassDataStruct value, and thus fail to initialzie their SparseClassData. This affects edi ...
Reported from this UDN: https://udn.unrealengine.com/s/question/0D5QP00000MLlco0AD/active-dtr-doesnt-render-beforedofmodulated-materials?fromCase=1 The problem is that, except in very specific circ ...
UCharacterMovementComponent::ReplicateMoveToServer checks IsReplicatingMovement before sending moves to the server, but the server does not check IsReplicatingMovement when processing these received ...
Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...
The DataValidationCommandlet can run out of memory during execution as it does not unload any of the validated assets. This does not seem to be specific to the commandlet, since the UEditorValidato ...
Here is a work around : #include "binkplugin_ue4.h" UObject* UBinkMediaPlayerFactory::FactoryCreateBinary( UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, co ...
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. ...