The shadow state used to store previous values on the client side is not GC aware, so when an object gets garbage collected it's not nulled out of the shadow state. This results in stale pointers b ...
Unreal Engine should support haptics on gamepads on iOS and tvOS [Link Removed] [Link Removed] ...
VLM is not handled when rebasing. The following workaround works. void SetupPrecomputedVolumetricLightmapUniformBufferParameters(const FScene* Scene, FEngineShowFlags EngineShowFlags, FViewUniform ...
This Jira is there to make sure we load the skeleton asset before the skeletalmesh asset need it ...
There are a few issues a licensee has found with the skeletal mesh merge operation. See the UDN for more details and the proposed fixes. Note, the issue with the cloth merge is already logged in a ...
Blueprints based on a const class will continue to be BPTYPE_Const after being reparented to a non const class. ...
Much like [Link Removed] (which I'm backing down on my by design claim), there is an issue where if you previously referenced a component that no longer exists, the correct instanced subobject is lo ...
TestActor references Shape_Cube_2 and Shape_Cube_3. TestActor blueprint shows the logic 2DSideScrollerCharacter blueprint contains the keyboard control logic. ...
If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...
When trying to check in a new asset or changed asset via the source control menu or Tools menu, an error comes up in output log. SourceControl: Error: Operation 'UpdateChangelistsStatus' not suppor ...