If an actor contains multiple primitive components, it uses all of them for calculating navigation bounds even if some of the primitives are not marked as navigation relevant. Toggling navigation re ...
360 videos set to 8K resolution will fail to render in Twinmotion 2024.1.2 and newer Render attempts will end abruptly shortly after being initiated with the following error message ion the logs L ...
A licensee is experiencing odd behavior when using custom code to call a loading movie when opening/loading a level. The licensee has implemented a loading movie to play when calling a map to open ...
It appears the custom hit testing logic of WidgetComponent handles click positions well via UWidgetComponent::GetHitWidgetPath adding virtual mouse coordinates to the arranged widget, but mouse move ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
We have written a plugin for UE4 that allows Unreal users to import and set up Megascans assets into Unreal Engine. Recently we added Alembic files to our assets and also updated all our plugins to ...
Originally reported here: https://udn.unrealengine.com/questions/562047/linked-layer-animation-blueprint-proxy-missing-ske.html When linking an anim layer during update, we get either an ensure or ...
It seems like the BuildPlugin command is not copying all the dependencies in the HostProject. Here are the errors reported by a customer: DynamicCompilation.RequiresCompilation: Compiling D:\Per ...
Large World Coordinates tile-offset position data can result in artifacts far from the world origin, when using it as input for mathematical distance field generation. This can be mitigated by demot ...
While trying to create a C++ actor to test if it can be created with a custom Copyright notice specified in Project Settings, the Live Coding window returns a "Build failed" and error of: "ERROR: U ...