It appears the custom hit testing logic of WidgetComponent handles click positions well via UWidgetComponent::GetHitWidgetPath adding virtual mouse coordinates to the arranged widget, but mouse move ...
From UDN https://udn.unrealengine.com/questions/518184/move-selected-actors-to-level-will-move-all-foliag.htmlWe've noticed a very dangerous behavior when moving actors from one level to another. If ...
Owner No See Tags are ignored when Static Mesh Actor is placed in Level vs dynamically spawned in Level ...
This is caused by the same thing that causes this: https://jira.it.epicgames.net/browse/UE-58390 FBlueprintEditorUtils::PromoteGraphFromInterfaceOverride is the cause of this behavior ...
MeshVertex has been converted by component transform before being converted by instance transform. It is ( Vertex * ComponentTransform ) * InstanceTransform. I thought it has to be converted by (Ve ...
Suggested fix from licensee: After investigation, it seems that the filename is passed as a string instead of a FileReference in Script.cs:84. Fixing the issue seems to be as simple as changing th ...
After invested, noticed that the exported morph target animation generated two separated Morph Modifier for each individual Morph Target in Max to achieve the final result instead of using only one ...
In non-editor builds UAnimInstance::GetInstanceTransitionTimeElapsed always returns 0.0f. This is caused within FAnimNode_StateMachine::Update_AnyThread due to: #if WITH_EDITORONLY_DATA NewTra ...