By [Link Removed], user can disable IDFA without customizing engine code. But, if using Launcher build, the added settings( Enable Advertising Identified(IFFA) ) does NOT work correctly. Because eng ...
A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...
As described in the linked UDN, non-replicated components aren't being hooked up properly after an actor goes out & back into relevancy. The proposed fix sounds correct, calling MoveMapedObjectToUnm ...
Stationary Spot Lights in Forward Rendering cause artifacts when lighting transluceny set to Volumetric PerVertex NonDirectional. When the camera is moved around the object, the lit vertices flicker ...
Hit a crash attempting to PIE. I then attempted to run with -d3ddebug but the crash stopped and has not occurred since. I was not able to reproduce this on a default level, only TM-ShaderModels On ...
Managed ticking when combined with Min Time Between Ticks will cause particle velocity to vary depending on frame rate. ...
[Image Removed] The image above was the results after building lighting.The far right spheres all have negative scaling(-1 on Y) and reverse culling checked and are instanced.The middle set of sphe ...
Modifying the default value of a UUserWidget parameter declared in a c++ in blueprints appears to have no effect after compiling. The default value will reset back to "none". Additional info. The ...
UForceFeedback is expected to give vibration just like in the graph of the asset. But only in iOS it is not. It is expected to give continuous vibration following the forcefeedback asset, but only ...