The editor-only function in the native parent class is not compiled in the game module, which is why we're getting this error. The Blueprint compiler should follow suit during cooking and not genera ...
Consider a C++ struct containing an FText. Now consider a used-defined BP structure containing that C++ struct. When cooking an asset that references such a user-defined BP structure, the following ...
In multi–Content Browser layouts, the New Folder shortcut (by default Ctrl+Shift+N) does not work immediately after switching to another Content Browser tab. It appears that the editor does not auto ...
Right-clicking any object (Assets or ExternalActors) in ViewChanges allows selection. Conversely, using Source Control > View Changes from an Actor's right-click menu in the Outliner navigates to Vi ...
Hovering over items in the ViewChanges list shows resource paths and short package names, but these cannot be copied. Users must instead select the Actor in the Outliner to copy this information. Pl ...
1. Objects in the Unsaved list cannot be discarded, only saved. The only options to discard changes are restarting UE or manually locating each resource and clicking Reload. This becomes extremely c ...
When applying downScale 2.0 to UI textures to reduce resolution, unintended display issues occur on widgets, such as: ・The border of box-shaped Widgets with DrawAs set to “Box” becomes thinner ・Dot ...
Context Foliage Mode is a set of tools that enables you to quickly paint or erase sets of Static Meshes or Actor Foliage. Level Instancing is a level-based workflow designed to improve and streamlin ...
Creating a custom fallback mesh with LOD for Nanite-enabled meshes with multiple materials, results in mesh LODs with errors. As the number of material sections (material slots) decreases with coars ...