From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
When a spawnable is spawned in a streamed level, exiting PIE will cause an ensure, because the world is not valid on the actor. ...
This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...
Substrate materials have a thin border of black pixels between slabs. These lines can be made more apparent by changing the Diffuse Albedo color of the two slabs to pure white. This will remove the ...
TranslucencyVolume spheres are not correctly shadowed nor lit in Unreal 5.5 with VSMs disabled. Unreal 5.4 does correctly shade the sphere without VSMs. There appears to be differences in the outpu ...
overlap events do not fire when collision components such as sphere or capsule collision components are added to a vehicle blueprint. Overlap events seem to register if the component overlaps with o ...
If you have a Blueprint with a pre-existing component, then add that to a map, and copy it, OnHit events in the COPY will also trigger in the ORIGINAL. According to the licensee, this happens with ...
A HISMC (Hierarchical Instanced Static Mesh Component) created dynamically through blueprints has its simulation reset by the Wind Directional Source. "The HISMC needs to get spawned from an Actor ...
Transition Notifies are available for selection in Event Graph of the Character Blueprint even though, apparently, they only function in the Event Graph of the AnimBlueprint. ...
'Can Jump' functions differently in 4.13 User Description: "Can Jump" doesn't update in an appropriate manner in 4.13. In 4.12 it would return true while grounded, false while in the air, and the ...