When a user launches blueprint project to a tvOS device they will fail to run the project during the run step and if they manually try to launch the app from the dashboard. This issue does not repr ...
The root of the widget hierarchy does not appear to accept bindings for its tooltip setting. Video provided demonstrates the issue. ...
Foliage and static mesh actor distance field shadows incorrect after manually shifting world origin to new location. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 5660361, 4.23 CL# 5974510 ...
At the moment, any project without a Game TargetType cannot cook or package through the editor. This is unexpected for projects that only contain dedicated client and server targets. ...
Warnings are logged when a body without physics collision enabled is set to simulate via the editor, but not when set programmatically during play. ...
artists are dealing with greatly increased iteration times due to long shader compiles when working in the material editor. This has regressed over time as we add more features to the point were wor ...
Setting bodies physics blend weight, blends an animation with physics simulation but does not update the collision bodies to match as is expected, instead the collision bodies are at their fully sim ...
SpiralBlur - SceneTexture When Attached to Base Color Generates Compile Errors Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 5660361, and 4.23 CL# 5908927 ...
If you deploy the app to the iOS device using the Mac editor's Launch button or Project Launcher, the second and subsequent launches will fail. The following message is output when startup fails. T ...
This failure occurs when trying to package SunTemple for TVOS. It did not occur with a blank blueprint project, until I added a custom iOS icon and tried to package a second time (I hypothesize th ...