Context UEditorEngine::OnAllPIEInstancesStarted() is a virtual function that gets called when launching Play-in-Editor. It can be overridden if the game project chooses to introduce a subclass of U ...
This is somewhat related to [Link Removed] and was brought up by a [Link Removed] Setting the CVar input.bRespectIMCPriortyForTriggers to false resolves the issue, but would re-introduce [Link Remo ...
When MovementMode is set to PHYS_Flying, the character may unexpectedly step down by MaxStepHeight when colliding with a wall near a ceiling. This occurs because UCharacterMovementComponent::StepUp ...
Given a get node with a struct output, if "Split Struct Pin" is used on the struct and one of that struct's outputs are connected to another node, it does not count as a used pin when the base get n ...
At specific distances from a thin wall, surfaces inside of a sealed chamber can receive indirect lighting from outside, leaking light into the chamber. This appears to be due to how SWRT handles sa ...
Context When selecting a component on an actor, any CallInEditor functions on the component's class appear as buttons in the details panel. Problem The CallInEditor functions don't execute in Blu ...
Context: Continuous Collision Detection (CCD) is being used on a Chaos Vehicle to avoid tunneling issues with certain surfaces as it prevents any missed collisions between fast moving particles and ...
Modules in the particle spawn stage get unlocked and lose inheritance after changing the inherited emitter's interpolated spawn mode to "No Interpolation" then resetting. ...
When launching Unreal Engine with the Vulkan RHI, SM6 and RenderDoc Auto Attach on Startup enabled, the engine fails to initialize with the error: “A compatible Vulkan Driver is required to run the ...