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 ...
Context: The Mutable plugin has a modifier node called Clip Mesh With Mesh that allows Static Mesh modifiers to be assigned as the clip mesh. Under certain circumstances, an assert can be triggered ...
In a Geometry Collection, enabling Nanite Fallback in a Nanite Enabled collection won't generate a Physics Body when Nanite is disabled. To verify this, follow the steps provided in the Steps to Re ...
Consider an actor defined in C++ with "bIsSpatiallyLoaded" set to true (the default), and a derived blueprint that overrides "bIsSpatiallyLoaded" to false. Now consider an actor instance of that blu ...
USplineNavModifierComponent was made available in UE 5.4. It generates several FAreaNavModifier instances covering a region with a certain thickness around a USplineComponent, and worked correctly u ...
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 ...