It is believed that soft references resolved during runtime, point to the edit time instances of actors instead of the runtime instances. This issue does not reproduce when it is called from an Inp ...
In the project is Behavior Tree that implements some tasks, decorators and services, but for some reason, two of my tasks nodes gets initialized with all the pointers to their services set to null, ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...
If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...
When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647 ...
When building UE 4.23 from source using VS 2019, there are compile errors when building the Targets DebugGame Client and Development Client. Note that Debug Client builds successfully. The errors ar ...
In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...
There is no easy way to disable auto-exposure on a per-component basis. This is a big source of confusion for people new to Unreal. The work around is to set Min and Max Brightness to 1 or set to ...
I'm trying to import a .exr texture created in Substance Painter and exported as a 32 bit linear exr file. The texture is to be used for roughness. However, I've stumbled upon the problem that users ...
In ConvertQueryImpactHitImp, MaterialIndex is looked up from InternalFaceIndex, but FTriangleMeshImplicitObject:: MaterialIndices is an array by ExternalFaceIndex, so it returns incorrect material i ...