Using the EditAnywhere specifier for a UPROPERTY results in some options not being visible in the editor that are visible when using VisibleAnywhere. ...
Add this code to a function you call from a blue utility widget or any other way to start the import with this code.TArray<UAssetImportTask*> ImportTasks; for (int32 i = 0; i < cFC.Files.Num(); i++) ...
Semi sporadic crash is occurring when switching between profiles in UFE and then exiting out This could not be repro'd on a Win7 machine with and Nvidia 980, could not be repro'd on a Win10 machine ...
The input removed the connection points are not re-indexed. So connected 'wires' stay on their places. That causing disconnection of the last wire as well as shift for every node that followed the o ...
We should ideally hide the setting, but at the very least we can make it a warning if you check it indicating it's not gonna do anything. [Link Removed] ...
In Simulate or PIE it is not possible to see any Navmesh Volumes past the 1st in a multi-navmesh setup. Any Nav Volumes after the 1st need to have the 1st one enabled for them to be drawn in the Lev ...
The attached project was created in 4.27 and is rendered on render target when checked in 4.27. However, this does not reproduce in 5.0 or later. ...
Having an Animation Blueprint open when rendering a movie using "Render CustomDepth Pass" via Sequencer causes the Animation Blueprint Preview to be rendered rather than the cine camera actor set in ...
UnrealHeaderTool cannot parse certain declarations with a trailing `const` instead of a leading `const`. ...