On line 300 of PropertyStruct.cpp, there is the following if check:if ((Struct->StructFlags & STRUCT_SerializeFromMismatchedTag) && (Tag.Type != NAME_StructProperty || (Tag.StructName != Struct->Get ...
This is only happening in the Editor Preferences/Project Settings. Hitting the Collapse All option removes everything and leaves the window blank where all of the settings were. Expand all brings th ...
If you reimport an asset with a different normal import method it won't update the build settings for that mesh. For example if you were import with computing tangents then set the mesh to import ta ...
In the Effects level of Content Examples, the Ribbon trails appears to snap back to the origin of the particle effect after the life of the particle. This is an issue in 4.13.1 as well. This is a ...
BRANCH: MAIN CHANGELIST: 2322258 PLATFORM: Windows DESCRIPTION: When importing a mesh into the editor if there are multiple LOD setup meshes in a single FBX they will not import as a single asset w ...
When an actor is added as a child to another actor's child actor through the world outliner, updating the editor viewport causes the added actor to become unattached from the child actor. ...
Teleport node sets the movement mode for a pawn back to default. The current movement is overridden by the default after using teleport node ...
When pushing against the sedan blueprint (whose skeletal mesh component is simulating physics), the following warning appears repeatedly in the output log:Warning Sedan_512.VehicleMesh Sedan_SkelMes ...
When doing overlap tests in PrimitiveComponent, UWorld->ComponentOverlapMulti is used. The callstack for that ends up looking like this (callstack is inverted, highest level on top): UWorld::Compo ...
LevelSequenceActor is missing Super::Tick( ), preventing Blueprint version of class from calling Tick( ). ...