Proposed workaround:add in FMobileSceneRenderer::RenderDeferredMultiPass (MobileShadingRenderer.cpp): #if WITH_DEBUG_VIEW_MODES if (ViewFamily.UseDebugViewPS()) { return; } #endif // WITH_DEBU ...
BP Static Mesh Components are not retaining the vertex color applied to them in a level when you play in Standalone or Package a Project. You will get the correct results however when you PIE. Thi ...
No scroll bar is created when the Collision Preset section of Project Settings is expanded. Clicking an element in the Preset section does not add the scroll bar. Collapsing the section and re-exp ...
Noticed when replying to a user on the forums (link included) When using the "Convert to Class Blueprint" feature in the level editor to create a blueprint from the selected actors, the created blu ...
Depth Fade and Fresnel inputs in a Particle's Material will result in the particle not rendering unless Mobile HDR is checked true on an iOS device. Also Reproduced in Main Promotable-CL-2535351 S ...
Smoothing user's landscape breaks collision, causing player to fall through the ground at points that have been smoothed. Resampling landscape fixes the error until smooth tool is used again. Regr ...
We auto-create a PixelStreamingInputComponent which handles the input coming from JavaScript's emitUIInteraction. This works in a UE4 app with a single level, but it seems that if you change levels ...
Here's a sample blueprint [Image Removed] The lack of implementation FCustomThunkTemplates::SetMapPropertyByName causes this error.#include "Kismet/BlueprintMapLibrary.h"// The fix needs this head ...
Discovered during investigation of [Link Removed]. This is happening because we are not filtering out private parent functions in SMyBlueprint::BuildOverridableFunctionsMenu. With any fix that is ...
UMovieSceneTrackInstance::GetWorld() returns nullptr on Editor, so user can't use any function using WorldContext and Subsystem. The following code change may fix this issue UWorld* UMovieSceneTra ...