-Crash occurs when debug is set, and anim Blueprint is compiled while actor blueprint is selected -When reopening project, imported assets are no longer there -Reopening project after crash, the opt ...
When instanced stereo is enabled instanced static mesh components with multiple material channels will only render in the right eye ...
When playing the audio form multiple audio component at the same time, the audio appears to become desynced over time. ...
The input transform pins for the node "Compose Transforms" become pass by reference pins when provided in a function that is duplicated. ...
The tool tip for 'Is Hidden Ed' states "Returns true if the actor is hidden in the editor viewports" but it only actually flags true if "Hide Selected at Startup" is selected for the actor. Therefor ...
Running the command {,,UE4Editor-Core}::PrintScriptCallstack() in the Immediate Window in Visual Studio while debugging is paused in Visual Studio will result in a breakpoint being hit when the ...
Oculus CheckIfPointWithinPlayArea function returns incorrect results, always reporting true whether or not the hand is inside the play area or not. The distance and closest point also seem incorrec ...
Some developers are finding that the change to add a bunch of shader types to FLandscapeMaterialResource::GetExcludedShaderTypes() in 4.18.2 increased their project cooking times on PC or console by ...
[Link Removed] Collision on mirrored skeletal mesh does not match mesh. (has same position, but different orientation) Also occurs on latest (3827667) Also tested and occurring with Skeletal Mesh ...
When undoing variables in a Structure it clears the referenced Datatable of all its rows. However deleting and just adding a new variable works fine. Repeated undos have the chance to add back the ...