The sleep state will be overwritten in ClusterUnionManager::UpdateAllClusterUnionProperties. Clustering using AClusterUnionActor results the same behavior as well. ...
CL 17315409 Introduced a fix that relied on processing audio samples before a render. For remote renders this extra 30 seconds of audio processing seems to have made its way into the final results. ...
The Build All Levels editor action cleans up the world's NavDataSet (UNavigationSystemV1::NavDataSet) as pre-rebuild world cleanup by calling: SetNavigationSystem(nullptr); inside UWorld::Cleanu ...
Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...
Errors from EdGraph nodes aren't being piped into the compiler results log. This can make it difficult to track down what's broken in larger rigs. ...
Lumen seems to not be using Large World Coordinates somewhere. The Lumen Scene develops artifacts at large distances (5000 KM) from the world origin. ...
Renaming the LevelSequence also renames the internal DirectorBP. Renaming the BP triggers the rename of its BlueprintGeneratedClass asset. A Redirector will be created for the BGC but it will be in ...
When double-clicking on an interface function call within a blueprint, the expected behaviour is that it will take you to the implementation of this function. However, it currently does nothing. ...
It's impossible to set it back to None. Also, if the original blueprint had something set in ChildActorClass, it will be impossible to set a placement of it to None. I looked at it briefly in the de ...