Error on some Niagara emitters using the WindForce module: LogNiagaraEditor: Error: Invalid input type found while attempting initialize new rapid iteration parameters. Function Node: /Game/FX/Expl ...
virtual void UObject::CookAdditionalFilesOverride allows non-package files to be copied or created during the cook whenever a UObject of your class is in a package that is cooked. This is useful for ...
Game.ini:[/Script/Engine/AssetManagerSettings]:PrimaryAssetTypes is an ini setting to specify which PrimaryAssets should be used by the engine during cook to specify which packages gets cooked and w ...
The Add Content menu in the engine (on the menu bar just above the viewport) maintains a category of Recently Placed actors. In order to remember items between runs of the editor, the Recently Place ...
For two map placed actors, if one actor B's non root component is attached to another actor A, the attachment is not retained when actor A reruns its construction script, such as when moving actor A ...
Currently, the Property Matrix does not seem to support Details Customizations. As a result, when a Static Mesh asset is edited using the Property Matrix, the "Collision Presets" combo box does not ...
Consider a static mesh set to use complex-as-simple collision, and a convex collision component, starting to overlap each other. When only the Collision Component moves, its collision with the stat ...
As of 5.5.2; appears present in main head as well. We have a asymmetry between how Include JSONs are resolved between Linux and Windows. This boils down to our URI construction in ParseIncludesAsyn ...
The Editor Config system appears to support a hierarchy of JSON files (similarly to INI files) in three locations:Engine: "../../../Engine/Config/Editor"Project: "<PROJECT>/Config/Editor"User: "<APP ...
Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...