The CharacterMovementComponent simulates the position of a jumping/falling character inside function UCharacterMovementComponent::PhysFalling() [CharacterMovementComponent.cpp:4381]. On the main cod ...
Actors that are removed from the world have UnregisterAllComponents called twice. Removal can be caused by unloading a data layer that owns the actor. In cases like exiting the application or destr ...
When Level Actors are converted into a Blueprint using the "Convert Selection to Blueprint Class" option with "Harvest Components" as the creation method, the conversion process does not sanitize do ...
When dithered LOD transitions occur, a brief flash of the next LOD level is first shown on the entire mesh after which the current LOD fades to the next (or previous) LOD. The flashing behavior only ...
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 ...
If an instance of a blueprint is in the scene selecting it and another blueprint and choosing the option to Replace references of the one in scene with the other will cause Critical Failure errors. ...
Re-importing animations from .fbx created in blender stops animation from correctly animating. ...
Custom functions can call Set Timer nodes. There are no other time related functions that can be called through custom functions. Calling a timer through custom functions seems to lead to editor cra ...
Render Target Material is clipped as an Image within UMG when attempting to set to fullscreen while playing in Standalone mode. The interesting thing I noticed about this bug is that the issue is n ...