The issue comes from sorting being abled while having a scene capture actor. The enclosed 7z contains assets relevant to reproducing the issue. ...
It seems that setting the component values of a vector via a Set node in Control Rig can effect the default values of other blueprint variables in the Control Rig. See the attached video for more d ...
If a user-defined struct-type variable is declared in one Blueprint, and that variable is then indirectly accessed in a second Blueprint through a reference to the first Blueprint, modifying the str ...
Here's a workaround void DestroyParticle(TGeometryParticleHandle<T, d>* Particle) { auto PBDRigid = Particle->CastToRigidParticle(); if(PBDRigid) { RemoveFromMapAndArray(PBDRigid, Ac ...
Seamless travel seems to not be functioning properly. With Run Under One Process set to false and Seamless travel enabled, the ServerTravel command is not bringing the server to the specified map. ...
Compile errors will occur during packaging with Blueprint nativization enabled if e.g. "Get" nodes are placed in a Blueprint on FFloatRange struct types (or any other explicit TRange derivative) and ...
There are a few issues a licensee has found with the skeletal mesh merge operation. See the UDN for more details and the proposed fixes. Note, the issue with the cloth merge is already logged in a ...