In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
The last level of impostors in PCG volumes render incorrectly after updating from 5.3 to 5.4. ...
Consider a static mesh set to use complex-as-simple collision, and a convex collision component, starting to overlap each other. When only the Collision Component moves, its collision with the stat ...
Class UBlueprintAsyncActionBase provides methods RegisterWithGameInstance() and SetReadyToDestroy(), which respectively register and unregister the object with the game instance. Derived class UCanc ...
the udn link:https://udn.unrealengine.com/s/question/0D5QP00000OxDLH0A3/%E9%80%9A%E8%BF%87%E4%BB%A3%E7%A0%81%E6%88%96%E8%80%85%E8%93%9D%E5%9B%BE%E8%8A%82%E7%82%B9%E5%A4%8D%E5%88%B6%E5%85%B3%E5%8D% ...
Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor. ...
Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer. This appears to come from the Material Instance Dynamic not be ...
Currently there's no validation within the animation attribute container that bone ids are valid. This means that client/game code can add attributes with invalid bone ids into the container and th ...
Files and directories with special characters %, @, * and # are not escaped when sent to the P4 Client API. For example, an '@' character is common in root workspace folders when using concurrent bu ...