Having an extra semicolon on the line before declaring a UPROPERTY will cause UHT to miss parsing the following UPROPERTY. This is expected, but an error is usually given when this is the case. This ...
The description of projects packaged is defaulting to Unreal Engine. This is happening in development and shipping builds on Windows. Occurring in: 4.10.4, 4.11.2, 4.12.5, 4.13.1 and 4.13.2 ...
If the static mesh has Mirrored UVs on channel 0 it will mess up the "Unwrap UVs for Render" functionality even when using a different channel for UVs that don't have mirrored UVs. ...
When you use the console command for ShowFlag.Rendering 0 the screen multiplies. This happens on both iOS and Android devices ...
When setting a particle system to be active after deactivating the remaining particles still floating in the air from earlier will flicker. This is harder to reproduce when smooth frame rate is enab ...
If you check "actor hidden in game" in the details panel and then set that value to false durring runtime, any particle system component attached to that actor will remain hidden. ...
A licensee has pointed out that a log message in ExclusiveLoadPackageTimeTracker at line 191 is saying the opposite of what it means. This is the line in question:UE_LOG(LogLoad, Log, TEXT(" ... ...
The widget component acts differently under different lighting types. For example it will cast a shadow if being lit by a directional light but won't otherwise. It also seems point lights affect t ...
Changing the Use Localized Graph Editor Nodes and Pins setting requires a restart to take effect but doesn't prompt you to restart the editor as other settings that require one do. Regression?: No ...
Adding a HISM as a component within blueprints and referencing a Static Mesh with LODs, creates extra/additional and material elements. ...