When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...
Result : all the RTs allocated for edit layers (in global merge mode) will be padded to the next power of 2 for no good reason, which can lead to out-of-VRAM (as reported by [Link Removed]) ...
LyraHealthComponent has an OnHealthChanged callback that is executed whenever a character takes damage. One of the parameters is Instigator, but that is never set properly in the current version of ...
The GameFeatureData asset used by the game features subsystem supports defining extra paths to scan for asset manager assets specific to that plugin. Originally this system only supported relative p ...
Licensee reports that overlapping actors not detected when the static mesh pivot doesn't coincide with actual geometry, e.g. between a character's legs. Maybe should do a bounding box check instead ...
Game.ini:[/Script/Engine/AssetManagerSettings]:PrimaryAssetTypes is an ini setting to specify which PrimaryAssets should be used by the engine during cook to specify which packages gets cooked and w ...
If you set ComponentClass override in child class BP and grandchild class BP respectively, it is ignored in grandchild class. This issue is probably related to [Link Removed]. The fix for [Link Rem ...
ARecastNavMesh.bPerformVoxelFiltering doesn't seem to be working anymore. ...