This bug has different behavior depending on the engine version. When tested in 4.19 Preview 4, the 1M_Cube meshes do not render in the standalone/built game. In 4.20, the meshes render but some m ...
The full path for some folders in a Xcode includes `Intermediate/ProjectFiles/`. This is incorrect, since that path does not exist, and results in the folder names being displayed with red text. Rem ...
Performing a hot reload on a project that is using a local binary build of the Engine will sometimes result in the Engine's UE4Editor.version file being updated with a new BuildId value. That result ...
The current implementation of AutoCreateRefTerm does not allow for a default value to be automatically created for a TArray contained within a struct that is passed into a function as a parameter. I ...
Loading a map while in VR PIE hangs on 2nd+ play Does not occur when Oculus plugin is disabled. Does not occur in packaged project. A nonVR PIE will reset this behavior. Additional info from use ...
Normal are different after Merge Actor on scaled objects. If the actors aren't scaled, the issue doesn't seem to occur. A licensee is trying to use the Merge Actor tool to optimize their entire pro ...
If the Preview rendering level is changed to Android ES3.1 Preview during PIE, the editor will crash. ...
Building the Engine in Visual Studio will fail due to an unresolved external symbol error if a new global variable is added to CoreGlobals.h and then referenced elsewhere in the Engine code. The bui ...
Appears to be an issue with load order and the timing of when we populate the 'ShowSpriteCommands' and 'SpriteIDToIndexMap' containers, which we assert on if they're not the same size. The original ...
When a sequence contains a spawnable, it is immediately dirtied after saving and closing ...