USER DESCRIPTION: Every time I check "Enable Drawing" in project settings, save all, close the editor then open it again -> Enable Drawing is unchecked. Why? Is there some other place when this opti ...
When using an input axis for a task such as moving a character, losing focus on the standalone window while holding the key does not stop the axis from firing, which means the character will continu ...
When using World Position Offset and pushing verts of a mesh, cracks appear on the surface using WPO when deployed to an certain iOS devices. I used the Mobile Previewer to compare results to how t ...
While attempting LaunchOn to an iOS device, the video and audio does not play. Attempts were made using the following video formats:mp4movavi Attempts were made using the following devices:iPhone 5 ...
According to the Maya Live Link documentation, the zip file should be provided in the engine installation. https://docs.unrealengine.com/en-us/Engine/Animation/Live-Link-Plugin/Connecting-Unreal-Eng ...
BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...
Transform node which transforms vector from mesh particle space to world space in vertex shader always returns 0. In ue4.24, it works fine. This behavior has been changed in CL#12558699. Removing f ...
From the UDN post: When the new entry is added, the entire tree gets wiped out as a result of the CDO swap, and when these update methods run it leaves the tree in a default expansion state. (Effect ...
To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...
Via UDN: As has been discussed previously here and in CL 20055361, debug information is sometimes missing when compiling with Clang. We've pinpointed this to debug information not being emitted fo ...