While doing some extra testing of the Submix Analyser fixes, I noticed there is a setting to set the channel of the submix to give the analyser. It always works for channel 0, but changing it to any ...
Random Stream variables in the GameMode are reset every PIE. Workaround is to use Set Random Stream Seed before using the Stream value. Reproduced in 4.7.6, 4.8.1, and Main (//depot/UE4/Promotable ...
This crash is caused by how source control history is managed and shown. In this specific case the source control software is Perforce. As written in the repro steps, it can happen to any uasset tha ...
An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...
Launching or packaging for iOS does not work on our Windows 10 machine however we are able to package and launch onto iOS devices from Windows 7 machines. Using the File > Package > iOS option with ...
Given a Movable Light with a Movable Mesh with enabled Self Shadow Only, the mesh will not cast inset shadows (despite this option begin forced to true according to Tooltip) unless the mesh is selec ...
This crash has been reported through the 4.12 Previews and is continuing to occur in the 4.12.0 release. Additional information about this crash is not available at this time, however it may be the ...
Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...
If "UVFlipping Mode" under Rendering on the Required node of an emitter is set to anything other than "None," the particles can become stretched and distorted. As a workaround, I have discovered th ...
Two local variables with the same name in two different functions still interact with each other in some way. This was reported in TTP 346132 and fixed in that case, but currently if a local variabl ...