https://forums.unrealengine.com/showthread.php?126489-Test-the-Forward-Renderer-in-your-PC-VR-projects-with-the-4-14-Preview&p=653027&viewfull=1#post653027 ...
Crash when using a Self reference with a Custom Event variable that is using Pass By Reference. The crash only seems to occur if the setup was created in the Player Controller class. This was origi ...
Custom font reverts to default font in a packaged game Notes: Importing of fonts appears to be handled differently for 4.15 Appears to be a regression ...
Depending on how a Blueprint is created from a custom User Widget code class, the resulting Blueprint may not be a Widget Blueprint as expected. Right-clicking on the code class in the Content Brows ...
With the Post Process Settings overhaul complete, Dirt Mask options have been split out of Bloom. Dirt Mask Intensity, however, is still within Bloom. This leads to an inconsistent user experience. ...
I wasn't sure how to get additional audio logging and asked around, but could not get the commands for what I need. I'm waiting on our Audio SME to come in (different time zone) to see how I can get ...
Assertion failed: GMaxRHIFeatureLevel == ERHIFeatureLevel::SM5 [Link Removed] [Line: 39] Run with the following command line: EngineQAs-MacBook-Pro:~ engineqa-admin$ /Users/Shared/UnrealEngine/4.15 ...
When pressing the button for example 2.3 in the UMG map of content examples (Spawns a 3D UMG Widget), the editor crashes. ...
For single threaded mode, we need to update FMonitoredProcess to handle processing in a single threaded fashion. Currently, we are continuing before the process has completed, which could result in ...