In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...
Using the "end" key on foliage selected with collision preset to "BlockAll" and the mesh collision complexity set to "Use simple Collision as Complex", the foliage will not move. This is wrong becau ...
As one clicks on the enum fields trying to form an input, the log is written with a variation of the following: [2025.02.14-17.42.38:940][521]LogNiagaraEditor: Error: Error getting default value fo ...
The user settings seem to be initialized incorrectly. I think that this might be because, technically, when you log out and sign back in we might use the same ULocalPlayer in some cases on the conso ...
Context: In a World partition level, to reduce complexity and provide a scalable solution when creating new projects, grid cell streaming can be enabled. Problem: The problem is that physics constr ...
ChaosCacheManager (CCM) is not reproducing Trailing Events. Particles set to track Trailing Events correctly follow the position of the trailing event when the Geometry Collection (GC) is physically ...
ChaosCacheManager (CCM) is not reproducing Collision events the second time (and onwards) we record a Geometry Collection (GC) breaking session. Particles set to track Collision Events correctly fol ...
ChaosCacheManager (CCM) is not recording the Observed GeometryCollections (GC) NotifyBreak states between level loading and will default to false if changed from Record to Play. AChaosCacheManager ...
Running the MAP REBUILD ALLVISIBLE editor command when the current map contains hidden sublevels causes a crash upon changing maps. The issue seems to be related to hidden sublevels being cleared in ...
Creating a new level in the content browser does not give user the choice of a default or empty level. ...