Copying values of an array created through C++ does not copy all values, only the first value is copied over. This is different than an array that is created in blueprints when those are copied they ...
UPDATED DESCRIPTION When enabling Cast Modulated Shadows on a Directional Light and using Mobile MSAA on Android OpenGL ES 2, shadows from the Directional Light do not render when dynamic objects ar ...
If a BP actor containing textured static meshes starts with a small transform scale, when scaled up, the texture streamer fails to load in the higher mips and the texture looks blurry. Working as e ...
Color set by Vector Parameters in a material differs in preview from color obtained in retainer box. Obtained color does not match either sRGB or Linear values of color visible in material preview. ...
The following warning will be present when running QAGame QA-PostProcessing with -game:LogNiagaraEditor: Warning: GEditor isn't valid! Particle reset commands will not work for Niagara components! ...
From the UDN thread: Turns out this is caused by the way this stat was implemented for the FBehaviorTreeInstance struct: 1) You call IncMemoryStats on construct, before the struct is populated with ...
Get crashed in editor when opening many sequencers using the EditorUtilityWidget,. It's not in UE4.25.3, but it crashes in UE4.25.4. And it only occurs when NVIDIA Aftermath (r.GPUCrashDebugging=1) ...
UDN Case : https://udn.unrealengine.com/s/question/0D54z00008G3EmwCAF/two-c-based-animnotifystate-with-the-same-class-but-different-content-at-the-same-time-will-only-one-be-triggred?fromCase=1 ...
Animation Layer Interfaces are overriding the filter making it so only that asset type is visible even when paired with other filters. There is an exception to this with the blueprint interfaces fi ...
When setting an actor on a level to the SoftObjectRefence(Type:Actor) variable and outputting the object name as a PrintString, the object name cannot be correctly obtained if the set actor is place ...