A workaround might be to use the CDO of your plugin to reach out to the Editor settings and assign itself to the fields you want. This removes the users ability to choose between multiple options. ...
When an actor class sets the root component mobility to Static or Stationary, spawning an instance of the class (or child blueprint) during runtime will print a warning message in the output log of ...
Using Subversion on a Mac to connect to an online repository causes the Source Control settings window to hang indefinitely and never succeed in connecting ...
Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corne ...
When using a Game instance to modify the sound in the editor the sound will ignore settings made by game instance. This issue appears to be occurring only in the editor, as running the game in stand ...
If you are using the default values of the In Size the project will run fine, but changing the values will make the engine crash. This was reported and tested in 4.25 (CL-13144385) and reproduced i ...
From UDN: We are using the Cascade particle system and we want to render the same scene with multiple cameras, so multiple renders are required. In order to ensure that the result of the particle s ...
Granular Synth Component is not generating a sound as it previously did. ...
Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...
When using a Destructible with World Support set simulate physics can be enabled so long as the DM has not been hit yet. Once it's been hit it no long is able to be set to simulate. ...