The voice engine starts before it is ready. FOnlineVoiceImpl::StartNetworkedVoice is called prior to VoiceEngine->RegisterLocalTalker() in FOnlineVoiceImpl::RegisterLocalTalker(). This leads to the ...
Changing the complexity of the desired mesh using the Hull Count, Hull precision and Max Hull Verts on Linux requires the process more time to complete, but causes no results. This process works as ...
Crash when using new FCanvasDrawer Licencee notes that crash does not occur if "new FCanvasDrawer" is commented out. ...
FWebBrowserWindow::UnbindUObject on iOS is not implemented yet. IOSPlatformWebBrowser void FWebBrowserWindow::BindUObject(const FString& Name, UObject* Object, bool bIsPermanent /*= true*/) { } ...
Per Licensee: We have noticed that the volumetric light shafts have become much more "flickery" and unstable compared to 4.18.3. This is visible in just the empty project with an unmodified engine. ...
Expose ULandscapeLayerInfoObject to blueprint as EditorApplySpline() blueprint function as an argument for this type. Some testing might be required to be sure it's not assumed somewhere in the code ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
Reproduced Crash on 4.18.3, 4.19.2, and Main CL 4081612. Licensee states: Based on a quick inspection of the code, it seems FVectorFieldVisualizationVertexFactory::ShouldCache() returns false (req ...
Many landscape apps have the long side on the left side down, but UE4 defaults to the lower long side on the right side. I thought it would be nice to have an option to change the default orientati ...
While investigating [Link Removed], I have found that GLSLBackend always automatically generates render target location indices, regardless of user-specified ones via SV_TargetX HLSL semantics. Rel ...