Priority note: 3 licensees requested so far Fortnite and some licensees have requested this feature, but it is a nice to have and has not yet been high enough priority to implement. Many teams rel ...
This is because expansion state is saved per class, and we are displaying multiple objects of the same class at the same type. The UniqueID we add when adding these objects via 'AddExternalObject' ...
Within a UEditorScriptableClickDragTool tool, when attempting to watch the changes of an UENUM property using WatchEnumProperty() node, the property will never be able to be found during FindValid ...
This is more of a feature request than a bug. From a UDN customer. The output from the simulation to the game thread does not include the force that has been applied at each wheel. It would be pref ...
A user has reported that when using the Scene Outliner in a large map that has many actors and nested folders in the Outliner, deleting a folder that has subfolders from the Scene Outliner with Dele ...
In the blueprint editor when selecting multiple components and resetting a property that exists on both components to its default value, when the components had different default values the editor r ...
UVOIPStatics::VoiceTalkerMap uses FUniqueNetIdWrappers as its keys, which will be the same across multiple instances for a player. A player's local pawn can have a voip talker, and that pawn on a re ...
Since UE5.0, cannot edit double variables in property matrix. In UE4.27, it worked correctly and could be edited from the property matrix. This is because double variables are not supported in SProp ...
Download and unzip attached project.Run editor.Select actor.Select BP_MyComponent in Outliner.Change "Some String" to any value. Observe that value resets to the default.Change "Category" to any value ...
FLowLevelMemTracker::TickInternal() the ELLMTag::Total (and therefore ELLMTag::Untracked) memory amounts are calculated based only on the result of FPlatformMemory::GetStats(), which on the Windows ...