When double-clicking on an interface function call within a blueprint, the expected behaviour is that it will take you to the implementation of this function. However, it currently does nothing. ...
From UDN Description Hello, there's an ensure that's firing in `DetailLayoutHelpers.cpp#137`: [Start code block] ensure(PropertyNodeMap.ParentProperty == CurObjectNode); [End code block]when ...
UDN Description Hello, We extensively use the UDeveloperSettings class to automatically register project and editor settings for the different C++ plugins we build. For instance : [Start code b ...
Engine built with Clang throws an exception when calling RtlVirtualUnwind with a different thread ID. Engines built with Microsoft compilers do not occur this problem. For example, if starting PI ...
A change was made a while back so that control rig debug print messages would be displayed in the animation editor preview windows. This is done via calling UEngine::DrawOnscreenDebugMessages from ...
It's impossible to set it back to None. Also, if the original blueprint had something set in ChildActorClass, it will be impossible to set a placement of it to None. I looked at it briefly in the de ...
AWheeledVehiclePawn class tries to use CCD in the constructor, but Mesh->BodyInstance.bUseCCD = true this code does not work to activate CCD because Physics Assets could not be available at this ...
GDelayTrimMemoryDuringMapLoadMode is a CVar that controls whether a garbage collection should take place during map change after unloading the previous map and before loading the new one. By default ...
UDN: [Link Removed]Fix SaveToFileCommand : [Image Removed]Problem with private properties serializing structs:[Image Removed]Add support for runtime instantiated UObject classesAdd single restore c ...