Our client is attempting to use an external framework as a third party within Unreal Engine, and they are encountering issues despite following the standard guidelines for adding the framework. T ...
UDN: [Link Removed]In order to make it easier to track down (future) assets that could cause this crash we modified EmitNullShaderParameterFatalError() to also dump the asset filename if possible: ...
In 5.1 through 5.3, Call-In-Editor functions within EditorUtilityActor Blueprints created via Create Advanced Assets/Editor Utilities/Editor Utility Blueprint are not callable in editor. Prior to 5 ...
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EditInlineNew objects added to Instanced array stored in a struct are seemingly ignored and the object is instead parented to the CDO of the owner. The owner must be the BP child of a parent BP tha ...
The Blueprint creation menu should probably only show classes that are not defined in Editor modules. ...
From licensee:What happens is that UEditorEngine::CheckForPlayerStart() is returning the PlayerStart in the data layer, so FInternalPlayWorldCommandCallbacks::PlayInViewport_Clicked() doesn't route ...
The docs mention: "When a streaming Level is set to Always Loaded, it is loaded together with the persistent Level. It also becomes visible at the same time as the persistent Level. It ignores strea ...