Sometimes when adding instances to Instanced Static Mesh component, you can click on individual instances in the editor and get special detail view - simple transform with the instance index number ...
We should disable this block of code by default, with a config/console var to enable it: // Transform to Component Space const FTransform RootToComponent = RootTransformRefPose.Inverse(); StartTran ...
Attached actors do not return to LevelInstance space at the end of LevelInstance editing, and bounds contains level instance offset location. This results in huge bounds. My workaround is: void FL ...
As you can see from the above callstack it appears that calling RestoreArea can call FindPotentiallyClosedTab again higher in the stack, which can Remove() an entry from CollapsedDockAreas- this cau ...
Example function provided by the user:.h UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "TestInt,TestName")) static void TestAutoRefs(const int32& TestInt = 2, const FName& TestName = ...
This is a path specification problem, so if the correct path is given, the DLL will load correctly.static void DumpShaderAsm(FString& String, const D3D12_SHADER_BYTECODE& Shader) { #if D3D12RHI_US ...
Can't assign Media Texture assets to the Brush->Image property in Images on Widget Blueprints. This workflow is explicitly mentioned as a step in these docs, so if this is no longer the correct meth ...
"Content Browser 1" auto-hides if opened with the Level Editor, and has inconsistent docking behavior under the conditions caused by the repro steps above. The root of the problem seems to be that ...
When importing a CSV into a data table using AssetToolsModule with a file containing an FText, the resulting FText value is invalid. As a note, there are no issues when importing an FGuid, a FString ...