The "CastShadow" option on primitive component has a tooltip that says "This flag is ignored (no shadows will be generated) if all materials on this component have an Unlit shading model." This isn ...
Reference to child actor is invalid when compiling the parent blueprint. In this example, when compiling blueprint 'A' the print string result will say that "Child Actor ref is INVALID". However, if ...
When moving along a positive axis using world origin shifting, the value of the axis will increase and the origin will shift until it reaches a maximum value of 2147483648.000, it will transport the ...
Editing color curves at the emitter level will not propagate to the system level when saving and applying. The curve will look correct int the system stack, but the particle colors will not match. ...
More ways to reproduce:In Chaos Cache Collection Editor press Add Element button (no matter when you will do this step)If in Step13 from Steps to reproduce you won't place Chaos Cache Collection Edi ...
This seems to be caused by the following:The struct, which has an actor reference property as well as some other properties, implements its own NetSerialize function.When the actor reference propert ...
Create level sequence.Create camera actor by clicking on the camera icon. The view is locked (piloting) automatically.Exit Sequencer by closing the Sequencer window. Piloting stops but the FOV is stil ...
When switching editor modes Realtime rendering will always switch back to enabled unless you are in "Place" mode. While in "Place" mode the editor will remember your setting for Realtime rendering i ...
I think that the UTakeMetaData should be put in an editor only array. ...