csciguy8
csciguy8
> 2. Provide the interop blueprint with the plugin, but don't put it in the Content directory. Instead, put it somewhere UE won't see it by default, like Extras. Users...
> I'd like to get feedback on whether it would be better to use a composition-based approach instead. While multiple inheritance doesn't seem to be explicitly disallowed in [UE's coding...
I saw this doing the following... - Start the level in PIE - Press '2' to go to next location - At the highest part of the animation, push any...
This is sounding right based on what I'm seeing. In the failing case, the blueprint's Speed Line Trace is always return False  In working cases, you see it return...
Yup, it seems to be the block that checks differences in height... 
So if I remove the entire "If speed will increase suddenly by too much" block, the look problem looks fixed. Based on the comments, it's there to handle bogus speed...
I like this idea a lot. It could even mimic time settings we'd see on our computer or phone. A "set automatically" checkbox for time zone, or even solar time....
I see some of the related code. Question though, what if the level doesn't have a DynamicPawn? Will it not get a SkyLight? One other approach might be to leave...
From the lessons learned from #1132, my first thoughts are: - In `IsReadyForFinishDestroy`, don't make any calls that create a new HTTP request or a new texture. In theory we...
From what I can tell, this code is unchanged (and still an issue) as of Unreal Engine 5.4.1.