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 ...
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 ...
Content is Missing from Cook warnings are warnings reported at the end of cook phase of a project's data build. They report that data used by a cooked package will not be available at runtime. This ...
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 ...
Users have trouble overriding the blocksize/patchpaddingalign parameters for UnrealPak from UAT commandlines.There is no easy way to specify these parameters through a buildcookrun, instead they n ...
In: void SunAlphaPS_Mobile( float2 InUVs[8] : TEXCOORD0, in FStereoPSInput StereoInput, out HALF_TYPE OutColor : SV_Target0 ) { OutColor = SunUnBias(SunShaftAndDofTexture.Sample(SunShaftAndDo ...
Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...
In some situation, Slate tries to secure incredible amount size data and run out of memory. This happens a cell having very long and complex serialized text appears on the editor and it is placed to ...
Licensee reports the following in the UDN: There seems to be some other erratic behavior when using parenting in world outliner (i.e. drag and drop one actor on another one in world outliner).Since ...