Calling SetKeyTime in iterating KeyHandlesToIndices array can modify the array order, so it breaks the iterator. Perhaps ShiftCurve also has the same problem. Here is a work around: void FIndexedCu ...
When changing Up Ratio for the Gear Setup in a Wheeled Vehicle's Vehicle Movement Component, there are some weird results. At 1.0 for Gear Setup, the gear should shift once RPM is at max but it will ...
If a Blueprint struct contains a variable that is an array of another Blueprint struct, data in a datatable based on the first struct will not be correctly filled in for the struct array. If the str ...
Changing the InstancedFoliageGridSize by the WorldPartitionFoliageBuilder commandlet will cause some of the foliage to not load correctly. ...
Crouching/Uncrouching while standing on a physics object will cause the object to behave erratically. Even if the CharacterMovement component has Physics Interaction disabled, it will still effect t ...
In the Content Browser in the Viewport to the right of the Content Browser outliner (*see image): If you are in Tile View you can drag an asset into a folder in the same viewport and successfully m ...
After holding any mouse button down and pressing escape to quit the game, using the right mouse button to move in the viewport locks it to the left and right bounds of the viewport. Sometimes moving ...
Context Auto-weld makes it so if a child is attached to a parent, the two bodies will be joined into a single rigid body. Physic settings like collision profile and body settings are determined by t ...
Negative scaled static mesh components in a blueprint will invert their faces when converted to a static mesh. Note that this does not happen in the following situations: If the BP is scaled negat ...