When the "Virtual Production Utilities" plugin is enabled, the Editor makes available a list of "Virtual Production Roles", which can be created and individually selected in a "VP Roles" dropdown on ...
Context When crouching and uncrouching with Mover’s DefaultMovementSet, the pawn capsule’s half height is changed. This behavior mimics the CharacterMovementComponent. To ensure the pawn’s feet sta ...
Currently, the Property Matrix does not seem to support Details Customizations. As a result, when a Static Mesh asset is edited using the Property Matrix, the "Collision Presets" combo box does not ...
Renaming a Parameter in a Base Material will make all instances of that Base Material in the level and the instance's thumbnail reset to default values from Base Material until the Instance is opene ...
Following code works as a work around. The code updates placement information of instances. TMap<UFoliageType*, TArray<const FFoliageInstancePlacementInfo*>> AInstancedFoliageActor::GetInstancesF ...
Editor crash will occur when a user attempts to enter the Mesh Paint, Landscape, or Foliage modes while Simulating. Links to CrashReporter: Foliage: [Link Removed] Landscape: [Link Removed] Mesh Pa ...
When using AddOrUpdateWarpTargetFromComponent you can pass in a SceneComponent, Relative Location and Rotation as well as optionally choosing to have the warp target follow the object if it moves.If ...
This question was created in reference to: [Link Removed] This post references the first post because this problem was not discovered till now. I think it was masked because the issue appears to be ...
The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once ...
When working with beam and ribbon effects in Niagara, Emitter.BeamID is used to fill Particles.RibbonID so that a looping emitter can spawn multiple discrete beams. Emitter.BeamID is assigned by mod ...