When building for iOS on PC, if the remote mac only has a distribution provision and a distribution build is being created, then the build will fail to sign as we automatically sign the initial stub ...
I ran into this in the GDC VR demo in a 4.6 build and it made life pretty difficult. I expect it still exists in main, I can provide necessary FX files in QA game if needed. ...
A user with a 4k monitor is requesting that we allow sub-editors to be docked alongside the viewport instead of behind it. (he only has one monitor) For instance, you open a blueprint and you want ...
A player with UMG widget created on BeginPlay works fine when hitting play with only 1 player, but if you set the number of player > 1 it will crash. User believes this is somewhere related with t ...
Several Users are experiencing crashes on importing a 4.6.1 project into 4.7.0 (Release) Here are the crash reporter links: [Link Removed] [Link Removed] [Link Removed] [Link Removed] [Link Removed ...
If the user wants to toggle the visibility of a widget and sets it to hidden via the event construct node then the user will not be able to change that visibility state later on. ...
Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...
When creating fracturing a mesh in PhysXLabs vs UE4 fracture tool with both using Voronoi fracture and set to 25 chunks will give different results. The mesh (Attached below along with reference i ...
Character::OnJumped_Implementation() should be virtual or users' custom implementations will not be called. If they declare it with "override" their code will fail to compile. Already fixed in Main ...
When adding code to a project, class names cannot be used if they contain a portion of the project's names and the type of class of the parent. Message says that the name is already used by another ...