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 ...
See UDN: [Link Removed] ...
Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...
When an Actor is duplicated in the editor inside a world partition level it maintains references to the Actor it is a copy of. This can cascade, i.e. Actor C, which is a copy of Actor B which is a c ...
This seems to be the same issue as was reported in [Link Removed], as enabling net.ResetAckStatePostSeamlessTravel resolves the issue. However, it was recently reported that disabling net.FilterGuid ...
When diffing a blueprint against depot via the Content Browser context menu action "Revision Control > Diff Against Depot", restoring an instanced object property from the depot version results in t ...
When using ChaosCacheManager to simulate destruction of a GeometryCollection, destruction is not simulated when Nanite is ON for the GeometryCollection. In the editor, destruction is simulated rega ...
FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...