In this situation, a FRuntimeFloatCurve UPROPERTY is stored in an Actor Component called CurveComponent. A Blueprint of MyActor (A subclass of AActor) is created and the CurveComponent is added to t ...
It has been reported that when building with Visual Studio 2017 version 15.5.1, a warning/compile error is shown in BodyInstanceCustomization.cpp: warning C4287: '<': unsigned/negative constant mism ...
Calling RegisterComponent in the PreInitializeComponents of an Actor will cause child components of its components to be ignored because the Actor is still being initialized. My understanding is tha ...
In cases where serialization goes out of bounds, there is no check to see if the app is running in unattended mode before the message box is displayed. If the app is running unattended, such as on a ...
The FSceneView::Deproject function calls FMatrix::TransformVector4 and passes an FPlane value. TransformVector4 takes in an FVector4 parameter, so the value being passed is implicitly converted to F ...
The editor silently ignores in put from the user when trying to uncheck the setting "Support armv7" (when this setting is the only one checked between the options of support armv7 and support armv64 ...
This is caused by client move combining warping the player back and replaying the move. Workaround is to set "p.NetEnableMoveCombining 0" but that is bad for network bandwidth. We should probably ...
The result can be somewhat improved by setting different scale values in the surface properties, but it's always more or less broken. ...
There is an issue with ramp-like textures where multiple corners are covered when you apply the mesh with the alpha channel on, there is a strange border that appears around the whole plane mesh tha ...
See the UDN link. This is currently possible with some material work, but should be made more robust to automatically look up the passtrough texture resolution and to deal with apps deployed in por ...