When a "Make Static" node is used in a Niagara Function Script or Niagara Module Script to supply the input value for a Static Switch Selector or, a Function Parameter, or a Function Parameter Defau ...
Consider a Niagara Function or Module Script containing a Static Switch node. If the "Expose as Pin" option is enabled for its selector variable, an input pin with type "static bool" appears. In one ...
Consider a Niagara Function Script containing a Static Switch node with the "Expose as Pin" option disabled for its selector variable. When the function is called by another Niagara Function or Niag ...
Consider a Niagara Function or Module Script containing a Static Switch node. If the "Expose as Pin" option is enabled for its selector variable, the "Apply" button on the graph editor's toolbar wil ...
Consider a Niagara Function Script containing a Static Switch node with the "Expose as Pin" option disabled for its selector variable. Now consider another Niagara Function Script or Module Script ...
The "parent class type" text changing size causes the tabs to shift around a lot when you have a lot of them. We need to figure out a better place for this text to avoid the issue ...
When attempting to drag and drop an actor from the Content Browser into the level viewport during PIE, the actor is not placed at the mouse cursor location if the Player Controller is attached. Inst ...
It seems like WriteFileList (TempStorage.cs) is not respecting the enginePath as set from horde context. _localDir in TempStorage.cs seems to be based off of the RootDir (details here). Proposed ...
In a Developer Settings Class, Boolean properties marked with InlineEditConditionToggle do not get written to the associated settings .ini file, preventing configuration settings from being saved pr ...
When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...