SetPrimaryAssetRules sets the "is overridden" variables (e.g. bOverrideApplyRecursively) based on a comparison with the global default rules:static FPrimaryAssetRules DefaultRules; ... ExplicitRu ...
Hi, with adding additional plugins, etc. to our project, we have encountered an issue with registering too many asset categories, such as: LogAssetTools: Warning: RegisterAssetTypeCategory("Water", ...
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Licensee reports it's not possible to use the dynamic framework used by the latest release of the iOS version BugFender - [Link Removed] Licensee bug report: : https://github.com/bugfender/Bugfende ...
Licensee reports that Procedural Mesh Component is apparently limited to 4 UV channels, which indeed appears to be the case (e.g. UProceduralMeshComponent::CreateMeshSection arbitrarily processing 4 ...
Currently, structs that have a custom make function aren't able to use the "Set members..." node in Blueprints. For vectors and similar structs, this is slightly inconvenient since it requires using ...
UDN: [Link Removed] Slack: [Link Removed] Then, the return value of TryAddMeshBatch is determined by FBasePassMeshProcessor::Process. When the crash occurs, GetBasePassShaders fails to get the shad ...
From UDN case #00645621: Is it possible that this function has been deactivated? In 5.03 I can copy objects from the game mode. ...