Adding a custom User Defined Struct code class to a project causes the Editor to crash whenever a hot reload is performed on that project. Removing the custom User Defined Struct class allows hot re ...
Add support for 16-bit per component format for POSITION in vertex buffers as an option. Half-precision is already supported for UVs and TANGENTS on a per model basis, and was hoping that this woul ...
In the Animgraph of an AnimBlueprint, Using Custom Blend Logic results in the "Frames to Cache Pose" field being duplicated if "Delayed Freeze" is selected. However, if "Standard" or "Freeze" is s ...
Can we add Leap Motion support to the Mac? The current UE4 plugin doesn't support the Mac, but the Leap has official Mac drivers, so it should be possible to add. ...
When you are using a Custom Widget, changing the cursor setting does not change cursor during PIE or packaged games. only changing the cursor options in the original widget fixes the issue. This iss ...
If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...
Fix the cross compiler so half precision is supportedAdd a project setting to specify the default precision to support on ES31. Be sure the shader version takes this setting into account. — User des ...
Depreciated nodes in Custom Functions do not show in warning log ...
If the user creates an array parameter on a custom event node by connecting a pin to it, a persistent node will appear on the node that cannot be cleared. This only occurs if the param is created b ...
We are supporting a few controller on Mac (they can be seen in HIDInputInterface.cpp) but since Catalina it is possible to use the same GameController API as in iOS. This is an important feature fo ...