Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors and components that are part of a streamed level. Saved property values are restored when a lev ...
Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors, components and other objects that are part of a streamed level. Persisted properties are resto ...
Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors and components that are part of a streamed level. Blueprint variables can be marked as instan ...
Issue: If "Resizable" Layout Strategy contains a block, it will influence the "Overlay" Layout Strategy. Expected behavior: When using "Overlay" Layout Strategy, it should disregard whatever the "R ...
Consider an array property that can be edited in the StateTree editor. This can be a State Parameter or an exposed property of a Condition or Task, for example. Each element of the array can be boun ...
When a Chaos joint constraint is first created, having linear/angular plasticity enabled will unexpectedly force its linear/angular drive position target to zero on initialization, disregarding the ...
The engine crashes when renaming a localizable asset inside an L10N folder. The engine attempts to associate it with the original localizable asset, but it is unable to find it and ends up accessing ...
Per-tile data such as TileIndex and salt are stored non-deterministically. ...
In FWorldConditionQuerySharedDefinition::PostSerialize, if (Ar.IsLoading() && SerializedObject != nullptr) the SerializedObject is currently only used for debug logging within Link() and is not ...