Mesh draw commands don't hold strong references to resources. When caching mesh draw commands, their lifetimes can match the parent scene proxy, which can be very long. This increases the chance tha ...
The ModcallbackData won't be consumed while applying stacked Gameplay Effects if the updates are being batched. This triggers a false warning in FActiveGameplayEffectsContainer::ApplyModToAttribute. ...
This is from a UDN and I was not able to reproduce it locally in Release-5.0 or Ue5/Main, creating this issue for tracking. ...
Allow UPL to use tools schema Allow "build" as part of Android project names ...
DrawDebugString does not appear to be working when combined with nDisplay. ...
This was reported on UDN. TL;DR: A user has reported that a custom command cannot be added to the "MainFrame" context in the UUICommandsScriptingSubsystem from their plugin. The problem seems to b ...