When determining relevancy for an actor based on distance, the location of the player's view point is always used if it is available, rather than the location of the view target (see FNetViewer and ...
From the user: The root of the problem appears to be that KeyState.EventAccumulator still has events stored in the structure for 'LeftAlt'. So, although UPlayerInput::FlushInput is called when the ...
Only one Play Persistent Audio module will work at a time in a Niagara emitter. ...
I think it doesn't like the "bPlaying == false" expression for the EditCondition meta tag on the UPROPERTY... You also get these warnings every single time the Sequencer plays through a keyframe on ...
Instanced variables were given a fix in response to this issue: [Link Removed] Once implemented, when the project is compiled the data from the blueprint instanced variable is removed. A recommend ...
This is a serious issue as it's causing applications to fail certification on the Meta Quest store ...
It's impossible to set it back to None. Also, if the original blueprint had something set in ChildActorClass, it will be impossible to set a placement of it to None. I looked at it briefly in the de ...
2 issues with SGameplayTagQueryEntryBox that a UDN customer noticed:We are binding a delegate to UGameplayTagsManager::OnGetCategoriesMetaFromPropertyHandle to customize how the categories are retri ...