This issue occurs when a static function is created and has a struct parameter that has a delegate exposed to blueprint. When using the helper function in blueprint after having used "Split Struct ...
Any calls to UGameplayCamerasSubsystem's blueprint-callable functions has the potential to crash the UE editor or a game project by using the wrong PlayerController or calling it at the wrong time. ...
User comments:when i buld light on preview it build light 100% after that when system showing 43% or more after building light engine crash every time, pls help me... thanksDuplicating three Spher ...
I have copied a project from Windows to my Macbook Pro. It's the first time I try Unreal for OSX. In Windows everything worked perfectly, but in Mac shadows are showing like this: alt text Buildin ...
The following warnings appear in the output log for ShooterGame clients when switching weapons. [2015.11.05-19.41.11:550][253]LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connectio ...
Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...
A Computer which is hosting the Swarm Coordinator no longer shows up as a viable Swarm Agent Computer and if that computer builds lighting will only use itself and not any available agents. Also re ...
It appears that the Lightmass Volumetric Lightmap does not work with Landscape textures. When it samples the Landscape with some textured material, the resulting lighting build data does not match t ...
In sequencer, an "event track" can be added to call functions/events defined in the Sequence Director Blueprint. The parameters for those endpoint functions/events can be sent as a Payload associate ...
In practice, developer wants some Static-Staticmesh actors don't build lightmaps to save iteration time as well as Memory and Package size; but still want lit by Indirect lightings ...