The character movement component in void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...
Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...
CharacterMovementComponent has recently received support for custom gravity directions. Crouch logic needs to be updated to account for custom directions. Currently, crouching logic in CMC assumes Z ...
USplineComponent::GetSplinePointAt() returns an FSplinePoint with the ESplinePointType 'CurveCustomTangent' rather than the type from the setup.Expected: It should return the correct type. ...
Create a blueprint based on actor, give it a SceneComponent named ExampleComp (BP_TestActor) - this should be the blueprints only componentCreate a new level (TestMap), place an instance of the bluepr ...
RelativeLocation and RelativeRotation in the root component are collected in UActorComponent::AllUCSModifiedProperties, so copying simulation result is skipped in EditorUtilities::CopyActorPropertie ...
For two map placed actors, if one actor B's non root component is attached to another actor A, the attachment is not retained when actor A reruns its construction script, such as when moving actor A ...
Attaching other actors to a child actor (actor spawned by ChildActorComponent) fails to serialize correctly as part of the map. The attached actor loads as detached and resets its position back to w ...
When using the Subobject Data Subsystem (Engine\Source\Editor\SubobjectDataInterface\Public\SubobjectDataSubsystem.h), we often have to work with an instance of FSubobjectData (Engine\Source\Editor\ ...
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 ...