From licensee: When building and running the package on windows or other platforms, the game stops at an Assert when a particle is being rendered (off screen) from a thread other than the game thre ...
A local binary build that is installed on a computer different from the one where it was originally created, with a different root directory location, attempting to go to the definition of a Bluepri ...
When creating widgets that contain child widgets with animations, the performance appears when adding animations via child widgets. If the same amount of animations are created in a widget, the perf ...
A packaged Shipping build of an iOS project still includes a few default UE4 logo icons, even if all of the icons in the Project Settings window have been set to custom icons. At least one user has ...
Whatever the type is, the local wildcard variable and local wildcard array nodes don't determine types and the compiler throws an error. ...
In 4.18, BroadcastOnActorMoved() is no longer being called when an actor is moved in a level. The PostEditChangeProperty() function checks to see if the name of the property that was changed matches ...
Behavior reproduced in 4.17.2 CL 3658906, 4.18.3 CL 3832480 and 4.19.P4 CL 3873914 To run the engine with DX12 I made a shortcut of the UE4Editor.exe found at D:\Epic Games\UE_4.18\Engine\Binaries\ ...
Movie Player do not seems to play movie in some android devices. [Link Removed] You can simply run the attached project in android devices to see the movie is played as expected. ...
When moving a member variable from a child class to the parent, then deleting the child class, blueprints that reference the member variable will fail to compile until the node is removed and re-add ...
-When imported into 4.17.2 the 30fps animation had 42 frames. In any engine version after the animation has 17 frames -The 60 FPS animation only has 7 frames in all engine version ...