In Game Input, the buttons for different thumbstick and trigger digital events (i.e. RightStickUp, LeftStickUp, LeftStickRight, etc) can actually fire multiple times in a single frame, even though w ...
StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...
Added context from dev support ticket:The crash occurs because FDelegateProperty::Serialize accesses a dangling SignatureFunction pointer. Given that its derefencing dangling pointers the specifi ...
Context One File Per Actor (OFPA) reduces overlap between users by saving data for instances of Actors in external files, removing the need to save the main Level file when making changes to its Act ...
FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData. When calling ApplyToComponent() the SceneComponentInstanceData version will be c ...
The Editor provides option "Project Settings – Engine – Input – Mouse Properties – Advanced – Use Mouse for Touch" to allow testing virtual joysticks and other touch controls with the mouse. When ru ...
The return pin for the "Get Max Material ID" function is incorrectly named "Enabled" when the function returns the MaxID. See \Engine\Plugins\Runtime\GeometryScripting\Source\GeometryScriptingCore\ ...
Slack: [Link Removed] Another Slack: [Link Removed] Cook error:UATHelper: Cooking (Windows): LogSavePackage: Warning: UATHelper: Cooking (Windows): Referencers of MovieSceneTimeWarpSection /Gam ...
While testing out pruning points based on collision, it was observed by the licensee that using complex collision seems to crash the editor. The editor crashes with the following error: ``` Asserti ...
When an Animation Sequence is overridden by a LevelSequence, and later reverts to its original animation state, the AnimInstance fails to properly reinitialize. This prevents subsequent animation lo ...