Once packaged, a persistent level is unable to create navmesh data properly if the navmesh bounds volumes are only present in its sublevels. The issue can be traced to the UNavigationSystemV1::IsThe ...
We're aiming to set up LT - action 1, RT - action 2, LT + RT - action 3 here. I don't think this is supported via chording at present. You'd need to handle it manually (probably via adding/removing ...
Pasting from the UDN: Unsafe code in AbilitySystem can lead to crash when granting an ability inside OnAbilityEnded Hello. We just ran into a crash. After investigation, it seems to be caused by ...
Virtual Shadow Maps do not invalidate pages when HLODs replace meshes. This can lead to inconsistencies between the geometry and the shadows, which can cause artifacts as pages are invalidated. ...
When an Actor Component contains an Instanced UObject array marked EditDefaultsOnly, adding a new element to the Blueprint defaults correctly updates the Blueprint and its own Property Matrix. Howev ...
The math expression node in blueprints does not recognize variables that have been hidden within a blueprint category. ...
When a Directional Light is changed from static to movable, the materials in the level will appear dark. ...
Landscape sections disappear for a very brief time when the player camera clips through foliage quickly. ...
I could not repro their issue in main. They supposedly recently upgraded to 4.5. I was wondering if you could divide an conquer, and figure out when we fixed this. **EDIT** Was able to repro in mai ...
'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false. User Description: Basically using the set playback position node to set a new time position for a timeline ...