UPaperGroupedSpriteComponent does not properly update its physics data at runtime, due to relying on the inherited UPrimitiveComponent functions that do not handle its multiple FBodyInstances. ...
On Oculus Quest - The bottom portion of Media Player Textures are clamped. Confirmed in 4.24 MAIN @ CL 7226586 ...
When importing an animation using the same import settings as the imported skeletal mesh it is meant for part of the mesh is rotated 90 degrees around the root. The files that were used to verify th ...
We need to investigate more what happen during this reimport with the material ID. The asset can also be broken when the DDC get dirty and the asset is rebuild. ...
When scaling a widget slowly it appears to have a slight jerkiness as it is resized ...
UActorChannel::SetChannelActor contains old code to synchronize the channel sequence numbers for a connection if the channel index is reused. This seems unnecessary now that we intentionally update ...
An instance editable Rep Notify variable will not update on Rep Notify if an instance of if is edited in a scene. A demonstration project can be found here: [Link Removed] Found in 4.22 CL#7053642 ...
calling SetCollisionResponseToChannel or something similar, FPhysXTask will ever increase . Finally, it causes serious frame rate drop. That count can be reset by calling RecreatePhysicsState. ...
From User: "Normally UE4 has an "Eject" button which is great for live-debugging your app, because you can see everything that's happening in your world, and see the World Outliner in realtime whil ...
The nativized spawner receives an invalid reference from the non nativized actor and fails silently meaning the variable doesn't get set. Additional info: This issue happens when using a pure and n ...