In a mesh asset, setting Navigation>IsDynamicObstacle=true will make the Navigation / Cylinder Collision projection appear in a wrong position. As described in the case, the fix should reside in Na ...
When you add a level with stationary lights to another level as a sublevel they will show a first error icon on the lights. Once you close the project or refresh the level this icon is shown as nor ...
In the new implementation UAssetDefinition to define the actions for asset we found that it isn't possible to delete or hide actions from parent classes due to the ToolMenu system works with delegat ...
By creating a DebugComponent, the texts added to this component are not displayed in the viewport of the Blueprint editor. This is because the UCanvas reference that is being passed is that of the ...
If an actor component contains a TArray of instanced objects, some of those object instances can get incorrectly invalidated and marked for garbage collection in certain situations, possibly resulti ...
The WindowsVideoRecordingSystem can start to record late when a StartAction is done. Not sure if it starts to record late, or the first seconds of the resulting video are ommited when the mp4 file i ...
When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...
From PCGVolume.cpp: PCGComponent = ObjectInitializer.CreateDefaultSubobject<UPCGComponent>(this, TEXT("PCG Component")); The Component name with a space does not support a round trip through FSof ...
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. ...
When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...