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If sublevels containing multiple reflection captures are loaded in consecutive ticks and the execution timing of UpdateMaxCubemaps on rendering thread is delayed, UpdateAllReflectionCaptures will be ...
Because the proxy class is set to something within the game module, no warning is placed on the node as the outer package ends up being a valid Runtime module. This should actually be a warning in ...
The bOnlyOwnerSee flag is used to hide primitives per view. Because UDecalComponent doesn't inherit from UPrimitiveComponent it doesn't support this. We need to add this funtionality to UDecalCompon ...
Users requested the ability to move only the function declaration to a base class from blueprints instead all of the nodes inside the function. From the user: "Essentially, 95% of the time wha ...
When pasting an emitter from a copied overview node, only the node is pasted, and it relies on duplication of the emitter to do the actual copy. When cutting a node we delete it, along with the emit ...
The attached project has 3 skeletal meshes. One with its original transform and then 2 copies with an inversed scale in the X axis for one and the Y axis for the other. When pressing play, the meshe ...
When a character is playing an animation that contains rotational root motion and that character is placed on a moving actor, an invalid translation component is introduced to the worldspace positio ...