When an iOS device receives and answers a call that interrupts a UE4 game, the game will no longer have audio after the call in completed. Expected: End of call returns to gameplay with audio. Actu ...
Continuation of [Link Removed] Previous ticket addressed the crash. However, it didn't fix the FScoedLevelCollectionContextSwitch to allow for demo commands to be run from Execute Console Commands. ...
Debug drawing with AnimDarwDebug~ does not work when RootMotionMode is set to "RootMotion from Everything". In addition, the same issue occurs when MultiThread of Animation is turned off. Licensee ...
The GPU may time out in NaniteSplit when drawing VSM shadows for Nanite Tessellated landscape with in a scene with several local shadowed point lights. The issue doesn't reproduce in 5.6, likely to ...
When connecting C++ created event dispatcher, the Target node will not accept reference to other actors. This is happening in 4.6 and Main but is working as intended in 4.5.1 ...
'Decal Blend Mode' in the Result node is missing. The user that reported this noticed it when converting from early access to Preview 1. Their emissive decals stopped blending. ...
Previewing a Node in a UI Material will not show anything, or will remain showing what is placed in Final Color. This issue appears to be fixed in Dev-Main as of CL-2914624. ...
The Add node does not update in the Construction Script. Reproduced in 4.7.1 binary and Main (//depot/UE4/Promotable-CL-2455917) ...
This is similar to [Link Removed], only in this case, the "Array Get" node is implemented as a UK2Node_GetArrayItem and not a UK2Node_CallArrayFunction. The fix for [Link Removed] currently applies ...
It has a common chunking visual artifacts that lot's of triangular Translucent overlap once Ribbon's width is big and twisted heavily facing to Camera [Image Removed] It can be fixed by adding mor ...