Workaround:The blueprint macro had a cast from the enum to an int and that was causing the issue, getting rid of the cast and just returning the enum and then changing all the places that were usin ...
The archetype instance for the ProceduralMeshComponent's physics data object is not flagged as such, so the event-driven loader does not designate it as a preload dependency, which may be putting us ...
This seems to be caused by the matinee actor on Highrise and only appears to be reproducible in a packaged build of ShooterGame, not from the editor. See attached UDN for more information. ...
Seems to be somehow related to components being instanced in the Construction Script according to a spline. The transforms are slightly off by more than 1.e-2f. They are reconstructed on load with a ...
The material is expected to change from red to green. ...
Object blured in foreground with blur radius larger than there size cause artifact ...
When a blueprint class that contains an instanced property is used as the class for a child actor template, recompiling that class results in a disconnect between the instanced subobject in the blue ...
Licensee reports that merging two static meshes results in any sockets disappearing in the resultant merged mesh. "essentially I want to "hard code" the materials and sockets to the static meshes s ...
It was noticed that after changing the class of the component and restarting the editor, the Detail panel is no longer displayed, which makes it impossible to work with it. Repro Rate 5/5 Regressi ...