When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
When using the Subobject Data Subsystem in C++, method FSubobjectData::SetupAttachment() can be used to help attaching a component to a parent at a given socket. This function receives SocketName as ...
We recently had a few occurrences of crashes caused by a "Fatal world leaks detected" error when unloading a level (in a packaged game and in editor). I tracked down what was keeping a references t ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
The PlayerCameraManager->OnBlendComplete() delegate is not getting called when running a game in a standalone network mode without any networking. ...
Context World Partition has a distance-based level streaming system that provides a complete solution for large world management. Problem The problem is that when the player and large static mesh a ...
Context Level Instancing is a level-based workflow designed to improve and streamline the level editing experience. In a standalone Level Behavior, when the Level Instance Actor is loaded through it ...
The Geometry Collection Dataflow node CreateGeometryCollectionFromSources is breaking Material Assignment. As the licensee has pointed out, this previously worked in 5.5. The most probably cause fo ...
Translucent particle systems exhibit visual artifacts when the camera moves, even though motion vectors are disabled for the particle emitters. While switching the Translucency Pass to "After Motio ...
Constraints (UTickableConstraint) are usually created throuh the "Animation" tab available in the Editor's "Animation Mode". When created through that interface while Sequencer is open, the internal ...