The sleep state will be overwritten in ClusterUnionManager::UpdateAllClusterUnionProperties. Clustering using AClusterUnionActor results the same behavior as well. ...
Our client is attempting to use an external framework as a third party within Unreal Engine, and they are encountering issues despite following the standard guidelines for adding the framework. T ...
The buffer start time is calculated by subtracting the TimeBufferHintSeconds from the stream length: const uint32 BufferStartTimeMS = UE::LWC::FloatToIntCastChecked<uint32>(FoundReplay->StreamInfo.L ...
Originated from UDN post:https://udn.unrealengine.com/s/question/0D5QP000007QWuz0AG/additionalplugindirectories-outside-of-project-visual-studio-and-zenstore QUOTE: TLDR: Use of 'escape' paths in U ...
Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...
Found while messing around with a revamp of some of the Audio Stream cache tests. The map in this test is a WIP as I'm still just trying stuff out, but hit this assert 5/5 times.Assertion failed: Fo ...
Since 5.3 customers have been reporting flicker with water surfaces, demonstrating that in 5.2 this flicker is not present. [Link Removed] ...
Following code works as a workaround void FClusterUnionManager::HandleAddOperation(FClusterUnionIndex ClusterIndex, const TArray<FPBDRigidParticleHandle*>& Particles, bool bReleaseClustersFirst) ...
As with shader compilation, some third-party plugins need to accumulate information about all UObjects cooked in a cook session, and write their data to a database at the end of the cook; the databa ...