When using a Game Feature Plugin, one of the settings available in the "GameFeatureData" DataAsset (class UGameFeatureData) is "PrimaryAssetTypesToScan", which is an array of FPrimaryAssetTypeInfo s ...
When a "Make Static" node is used in a Niagara Function Script or Niagara Module Script to supply the input value for a Static Switch Selector or, a Function Parameter, or a Function Parameter Defau ...
Consider a Niagara Function Script containing a Static Switch node with the "Expose as Pin" option disabled for its selector variable. Now consider another Niagara Function Script or Module Script ...
Consider a Niagara Function or Module Script containing a Static Switch node. If the "Expose as Pin" option is enabled for its selector variable, the "Apply" button on the graph editor's toolbar wil ...
Consider a Niagara Function Script containing a Static Switch node with the "Expose as Pin" option disabled for its selector variable. When the function is called by another Niagara Function or Niag ...
Consider a Niagara Function or Module Script containing a Static Switch node. If the "Expose as Pin" option is enabled for its selector variable, an input pin with type "static bool" appears. In one ...
After editing engine source files and triggering Live Coding, derived Blueprints that inherit from a Blueprint containing a ChildActorComponent cause UChildActorComponent::Serialize to run on a Live ...
In split-screen, Niagara GPU Distance Field collision appears to be evaluated against only the first view passed into the Niagara GPU sim (view index 0), rather than per split-screen view. Because G ...
When the level currently being edited has unsaved changes and the user opens a new one, the Editor asks if the changes should be saved. If the user answers negatively, the level asset is reverted to ...
When using an InstancedStaticMeshComponent with PerInstanceCustomData, the number of float elements in the "Custom Data" array should always be equal to NumCustomDataFloats multiplied by the number ...