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I think I've figured out how it works. I'll edit this answer if I find a definitive answer. It was actually simpler than I was thinking. FRenderResource instances are issued commands solely on behalf of some UObject descendant that owns it. So when that UObject is marked to be destroyed a final command to destroy the FRenderResource it owns is issued to the ...


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I think you may have more luck with the ConvertMouseLocationToWorldSpace. More information can be found here: https://blueprintue.com/blueprint/7kp01l__/


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I don't think that's possible. Direct quote from the offical docs on " Calling Blueprints in the Editor" The steps described below work for any Blueprint class that you can place in a Level—that is, any class that derives directly or indirectly from Actor. Source: https://docs.unrealengine.com/en-US/Engine/Editor/ScriptingAndAutomation/Blueprints/...


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So, I've found solution: I've just found out that there are two different types of tags. One for components and one for actors. Here is my solution below.


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Long story short: there was some problem with the map, so I just started using another one. Don't know what caused the problem, but it was definitely in the map.


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There's a few things that can cause this. Also, yes, it's normal to be frustrated with the AIMoveTo node, as it can be finicky. Your AIMoveTo node does not have a destination. Instead, try to drag off the As First Person Character and get the actor's world location. You should try inputting that into the Destination field on the AIMoveTo node. If this doesn'...


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In order to properly display parameters from the Detail Panel in the Unreal Editor, you need to create a Blueprint and set a Dynamic Material Instance with multiple Set (Vector & Scalar) Parameters from the Construction Script. Here’s a step by step guide: Mat-1: Create a Material and add a Constant3Vector for the Base color, and Constant1Vector for ...


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It turns out the 3D model had not been unwrapped. You can check this by going into the Static Mesh Editor, double-click on the mesh: Take a look at the UV channels for the mesh: My model had an empty panel, like below, so I had to unwrap it in Blender. It makes sense that Unreal can't determine where to put the light data without the UVs. I'm not ...


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Upon consultation with external sources, I came across this code for a C++ function library that exposes the functionality in DMGregory's answer to Blueprints: https://nerivec.github.io/old-ue4-wiki/pages/get-available-screen-resolutions-in-blueprints.html The post reads: Get Available Screen Resolutions in Blueprints Contents Overview Code 2.1. Header ...


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From the docs, it looks like you can use the FScreenResolutionRHI data structures fetched by RHIGetAvailablrResolutions, each of which reports a refresh rate. There's a code sample on this wiki page that looks useful: static FORCEINLINE void GetDisplayAdapterScreenResolutions(FScreenResolutionArray& Resolutions) { if (RHIGetAvailableResolutions(...


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Answered my own question within minutes of asking the damn thing. How I created this problem When overriding parent events in Unreal, you must right click and use the context menu to add the event you want to override. Instead, I created a custom event and named it identically to the parent event. This provides the same functionality, where the ...


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This may be updated in the newer version, I applied the Material created with Render Target to the Image in the Brush settings of my Widget BP which Material Domain needs to be "User Interface". Then the Render Target material should be shown properly in the widget even in the viewport.


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In order to obtain the best result for your project, there is basically two ways: Make your own 3D models from scratch with a 3D software like Blender (free)/ Maya LT/ 3DS Max. download free 3D models from various websites (I personally do not rely on this solution so I don't know if these websites will be good, but you can always download models from ...


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This is a current bug in Unreal Engine. The thread on the Answer Hub can be found here : https://answers.unrealengine.com/questions/326679/cant-call-function-librarys-function-in-macro-libr.html#comment-326679-form The Issue Tracker is here : https://issues.unrealengine.com/issue/UE-22946


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