OnLastChanceToAddNativeTags is called after the call to UAbilitySystemGlobals::Get().InitGlobalData(), so native tags fail to make gameplay cue associations. ...
When playing a replay with DemoPlayTImeDilation set to 5, and jumping around the timeline using GotoTimeInSeconds(), the play back can break, with game actors freezing and violently shaking. It seem ...
This problem seems to occur because Rotation is not taken into account when calculating Weight. I have confirmed that it can be solved by calculating the rotation as follows.float ULandscapeCompone ...
Came across a few oddities with draw debug. DrawDebugSolidBox ignores the DepthPriority parameter and appears to always draw in World. In the screenshot the sphere is drawn on top of the mesh, the ...
This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...
Using Collision without Update Age will prevent any particles from spawning. In Collision Query and Response DataInstance.Alive has a default value of false. If no other module sets DataInstance.Ali ...
As a user I would expect the out execution pin of the LoadStreamLevel node to fire even if the level failed to load. ...
The plugin media formats do not account for tokens in the filename. ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
Sprite fails to edit based on UV Source Texture Region, when attempting to bulk edit via Bulk Edit Property Matrix. User was following along to this Epic tutorial: [Link Removed] However, the e ...