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 ...
A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...
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 ...
UDN customer requests that all parameters have units in their tooltips. Need to do a sweep and check what might be missing. This is not a regression, the information will have never been their in t ...
Spawning an actor with Chaos cloth causes a hitch when LODs or Self-Collision are enabled on the cloth. LODs and Self-Collision seem to compound the issue. Self-Collision requires a collision simul ...
When the function UDataTableFunctionLibrary::FillDataTableFromCSVString() is used from Editor Utility Blueprints or Python Scripts, and the contents of the affected Data Table are currently being vi ...
Renaming the LevelSequence also renames the internal DirectorBP. Renaming the BP triggers the rename of its BlueprintGeneratedClass asset. A Redirector will be created for the BGC but it will be in ...
For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...
For two map placed actors, if one actor B's non root component is attached to another actor A, the attachment is not retained when actor A reruns its construction script, such as when moving actor A ...