When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...
There is a bug inside Unreal Editor when selecting "Browse to Asset" for a Packed Level Actor. Right clicking the Packed Level Actor, all the asset options appear. If you click the "Browse to Asse ...
When we changed the resolution in the config, if you open a map and then look at the navmesh, the resolution it shows is the updated one from the config (assuming you haven't overridden anything) ...
The logic for selecting a page table texture in FVirtualTexturePageTable::Initialize() uses the indexing for texture layers (index 0-7) to fetch from the page table textures (index 0-1). All RVT for ...
An imported file that resides within the project's folders gets a relative path. That path is not updated it you copy the uasset to another folder, so from the location of the new asset's the relati ...
IO cost of directory scans is one of the costs present in the AssetRegistry when a large map is resaved. Maps can have external actors which all have to be rescanned and reported to the map for incl ...
Because of the way blueprints are implemented, the "Blueprint Class" asset actually points to the editor-only UBlueprint object. Because of this, all blueprint classes will show up as options for ge ...
In editor, WorldDataLayers acceleration table used to map DL Names to DL instances is not created. The main reason was to avoid to handle all the case where it would need to be updated. When UDataL ...
In our project do not use iris and we use a subclass UExtendAbilitySystemComponent derived from UAbilitySystemComponent. In this subclass, there is a FastArray member variable named ExtendActivatabl ...