Users can enter blueprint function names without spaces, for example PascalCase (MyFunctionName) or snake_case (my_function_name). The "My Blueprint" tab functionality for naming functions allow all ...
Workaround: Construct the DefaultSubobject with ... = CreateDefaultSubobject<UMassAgentComponent>(TEXT("MASS"), true); The issue appears to be that the DefaultSubobject holds a pointer to the CDO ...
When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
Specular highlights can disappear with clearcoat materials, when "Clear Coat Enable Second Normal" is enabled ("r.ClearCoatNormal"). ...
Engine built with Clang throws an exception when calling RtlVirtualUnwind with a different thread ID. Engines built with Microsoft compilers do not occur this problem. For example, if starting PI ...
FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...
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 ...
For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...