Actors that are removed from the world have UnregisterAllComponents called twice. Removal can be caused by unloading a data layer that owns the actor. In cases like exiting the application or destr ...
From licensee:"Testing incremental GC on our project we have ran into an issue with level streaming where levels will get stuck in the 'loading' state in packaged builds. The issue appears to be due ...
ULevelStreamingLevelInstance::OnLoadedActorsAddedToLevelPreEvent has a comment that states it must be called before actors are registered with the world, but in ULevelStreaming::UpdateStreamingState ...
When using external actors, adding/removing/replacing/editing an actor instance inside a level does not cause any modification to the Level package, which helps reduce contention for the map file on ...
the udn link:https://udn.unrealengine.com/s/question/0D5QP00000OxDLH0A3/%E9%80%9A%E8%BF%87%E4%BB%A3%E7%A0%81%E6%88%96%E8%80%85%E8%93%9D%E5%9B%BE%E8%8A%82%E7%82%B9%E5%A4%8D%E5%88%B6%E5%85%B3%E5%8D% ...
As part of the Python and Editor Scripting Tools, it is possible to programmatically set variables in actor instances of the current level just like when using the Details Panel in the Level Editor. ...
From licensee:What happens is that UEditorEngine::CheckForPlayerStart() is returning the PlayerStart in the data layer, so FInternalPlayWorldCommandCallbacks::PlayInViewport_Clicked() doesn't route ...
The docs mention: "When a streaming Level is set to Always Loaded, it is loaded together with the persistent Level. It also becomes visible at the same time as the persistent Level. It ignores strea ...
You can right click a level asset in the editor's Content Browser and do the action Source Control > Diff against Depot. However, this does not provide a useful diff window. It currently opens the d ...