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 ...
FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...
If Entering sleeping state and applying external force are same time, the external force is nullified and the vehicle stops immediately. p.Chaos.Solver.SleepEnabled 0 or __ setting SleepLinearVel ...
When double-clicking on an interface function call within a blueprint, the expected behaviour is that it will take you to the implementation of this function. However, it currently does nothing. ...
Engine built with Clang throws an exception when calling RtlVirtualUnwind with a different thread ID. Engines built with Microsoft compilers do not occur this problem. For example, if starting PI ...
For some ultrawide monitors, UE may not correctly fetch the native resolution. GetMonitorSizeFromEDID attempts to retrieve native resolution from the Detailed Timing Descriptor of the EDID, but thes ...
SetPrimaryAssetRules sets the "is overridden" variables (e.g. bOverrideApplyRecursively) based on a comparison with the global default rules:static FPrimaryAssetRules DefaultRules; ... ExplicitRu ...
ClassPaths are stored in FBlueprintTags::GeneratedClassPath, FBlueprintTags::ParentClassPath, FBlueprintTags::NativeParentClassPath, and are read by many locations in editor code. But these location ...