This code passes the build when compiled using the windows editor (Visual Studio), but fails when compiled using the mac editor (XCode). Adding ENGINE_API to struct FStreamingLevelsToConsider and ex ...
The level seems to have been successfully copied. ...
As dedicated server does not have viewport, USkinnedMeshComponent::BoneTransformUpdateMethodQueue array keeps growing and never clear. ...
A UDN user reports materials referincing parameter collections by index instead of by name. The problem manifests itself when rearranging the order of parameters belonging to collections, as the edi ...
When changing the language options in the default Lyra Starter Game project (5.3 and 5.4) with a controller, the settings menu loses focus after closing the confirmation dialog. Focus can only then ...
When the Global Illumination scalability settings are changed in the editor from High to Medium, they primarily act on the r.Lumen.DiffuseIndirect.Allow and r.SkyLight.RealTimeReflectionCapture. No ...
This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...
The cursor radius configured through FSlateApplication::SetCursorRadius() is not respected during Slate hit testing. The radius value is correctly stored in FSlateApplication and passed into FHittes ...
Defining a skeletal mesh component in code and attaching it to the root component will not allow the component's details to be editable inside the editor. ...