When using Weld Simulated Bodies enabled AttachToComponent func, the child Primitive Component's BodyIstance ActorHandle is released. As a result, in BodyInstance.cpp, the judgment of FPhysicsComman ...
This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...
DID NOT OCCUR IN BP FPS PROJECT - might be ContentExamples specific This issue does not occur when forward shading is disabled. Viewport error reads: TOO MANY OVERLAPPING SHADOWED MOVABLE LIGHTS ...
Actor.h has a large comment that describes the entire lifecycle of Actors, which was written for the API website (https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/index.ht ...
FLowLevelMemTracker::TickInternal() the ELLMTag::Total (and therefore ELLMTag::Untracked) memory amounts are calculated based only on the result of FPlatformMemory::GetStats(), which on the Windows ...
The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...
A licensee on UDN brought up some issues with "Convert Selected Components to Blueprint Class". After investigating a bit, it seems there's been some regression compared to what could be done with " ...
This is a common crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. The callstack seems to be the same as [Link Removed], which ...
The result of the Set Niagara Static Mesh Component (OverrideSystemUserVariableStaticMeshComponent) function provided by the UNiagaraFunctionLibrary is different from the operation result on the det ...