Cascade ParticleRelativeTime outputs constant 0 on mobile. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, 4.21 CL# 4321618 ...
After using FMath::RandRange() to initialize elements of an int array in a SaveGame class and then setting all of the values of the array to 0 before using UGameplayStatics::SaveGameToSlot() to save ...
Child widgets not visible when packaged with inclusive nativization on. "The problem is that ChildWidget never shows up in the package build, but shows fine in the editor. I've debugged the issue ...
The device this was tested on is 4987_iPhone 6+_11.2 The live build didn't provide UE4 logging, but that will be added. There is also a failure to purchase on Android but it gets farther than this ...
The FRunnableThread::Suspend() function call does not work Android devices Tested in 4.19.2 (CL - 4033788), 4.20.2 (CL - 4302132), 4.21 (CL - 4313833) ...
The input removed the connection points are not re-indexed. So connected 'wires' stay on their places. That causing disconnection of the last wire as well as shift for every node that followed the o ...
Any changes made to a RuntimeFloatCurve will not be propagated to child Blueprints until the Editor has been restarted. ...
The Metal SM5 shader code cannot be viewed in the Editor for a Material. Prior to 4.20, only HLSL Code could be viewed. In 4.20, a number of additional shader options were added, and they all work w ...
Performing a Hot Reload after changing some properties in a custom Static Mesh Component code class from public to private appears to reset the static mesh set for any Pawn Blueprints that use that ...
It is believed that soft references resolved during runtime, point to the edit time instances of actors instead of the runtime instances. This issue does not reproduce when it is called from an Inp ...