UE5.0 does not support ActorFoliage at Levels where World Partition is enabled ( [Link Removed] ), but ActorFoliage will work via ProceduralFoliageVolume. And when you cook the level you will get an ...
Foliage usually follows when the Transform of the placed ground or floor changes. However, if the ground or floor is a Level Instance Actor, it will not follow. The cause is in the code below. voi ...
Creating spline points requires interaction with the translate gizmo, and as soon as the new point is created when in an orthographic view, the cursor snaps back to the starting gizmo position. Thi ...
In UE4, "Private" for Blueprint variables was misnamed: its behavior actually meant "Protected". In other words, it can't be read or written to by external objects, but it can be by derived types. A ...
The component's KnownStaticMesh value is updated whenever UStaticMeshComponent::UpdateBounds is called, and AActor::OnRep_ReplicatedMovement can result in this being called for the component. If thi ...
Details in UDN [Link Removed] ...
We should modify FindBestMatchingFunc_Internal for the case of UObject pins to search for a best matching subclass instead of just use the base UObject comparison. We could also exclude any func ...
It seems as though calling a multicast RPC during BeginPlay on the server will cause the new actor to finish spawning on the client before applying any initial replicated data, such as the actor's R ...