If changing the material during PIE, the content of the material will be reflected immediately, but the physics material will not. Once the Mesh (Complex Collision Mesh) is cleared and reset, it wil ...
Setting the location of a node a the MetaSound Editor Subsystem to a very large value crashes the editor.Unhandled Exception: EXCEPTION_STACK_OVERFLOW Crash reporter link: [Link Removed] ...
Context: When editing SplineComponents in the level viewport, right clicking a spline point has a context menu action "Snap to nearest spline point". Problem: The problem is, Snap to nearest spline ...
I didn't check with the debugger, but I suspect this is caused by: void UMoviePipelineExecutorJob::OnDuplicated_Implementation() { UserData = FString(); When the queue is loaded, each job is dupl ...
Licensees report that the definition of the USES_PER_INSTANCE_RANDOM macro only considers it in the context of the base material. As a result Per Instance Random used only in material layers does n ...
When using TMap with "Categories" meta UPROPERTY tag for gameplay tags, it propagates into structs that it shouldn't reaching into. The expectation is that it would only impact the layer of gameplay ...
The NatVis visualizer allows many custom Unreal types to be displayed in a helpful manner inside the Visual Studio watch window. One such type is TSparseArray. Under normal circumstances, visualizin ...
Motion controller inputs get routed to non-vr player when 'Skip Assigning Gamepad to Player 1' is enabled. ...