CommonListView requires its EntryWidgetClass to implement UserObjectListEntry. This requirement is correctly enforced by the Entry Widget Class dropdown, which filters out widgets that only implemen ...
When shadersymbols are requested, cooking shaders writes the symbol files into {Project} /Saved/ShaderSymbols/<PlatformName>. These symbols are written by the function FShaderSymbolExport::Write ...
When a project is run with these settings in a template project, untracked virtual memory increases. Cvars r.GBufferFormat 3 r.Lumen.TraceMeshSDFs 1 r.Lumen.TranslucencyReflections.FrontLayer.Enab ...
The BLAS for Skeletal Meshes that don't move, or tick get updated every frame even if the animation and skin cache aren't updated. This adds over 1ms to update time. The only exception is if the sk ...
When r.SSR.Stencil is enabled, the areas with high roughnesss are not discarded and Unlit materials are incorrectly handled. See the linked EPS case (Additional Info URL) for a full explanation of ...
Context When selecting a component on an actor, any CallInEditor functions on the component's class appear as buttons in the details panel. Problem The CallInEditor functions don't execute in Blu ...
Changing bIsSpatiallyLoaded can cause an Actor to be duplicated during Play-In-Editor. As described in the steps to reproduce, if we keep swapping bIsSpatiallyLoaded state and save a Streaming Level ...
When using other language(such as Chinese) as editor language, the Group Name of the Animation Interface will be localized to Chinese. In editor, the animation blueprint grab the group from metadata ...
Context: Blueprint classes can use Instanced/EditInlineNew object property specifiers to create and edit subobjects directly in the editor. Problem: If a child blueprint class has an Instanced/Edit ...
The trim process inserts keys at the start or end of the range depending if you specify Trim Left or Right, I'm finding that Trim right is inserting a key at the end of the section that is incorrect ...