UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
If the user tries to join a listen server with an app that is running on the Gear VR the App will stop working. ...
This was occurring when I quit via the Quit button in the Main Menu GUI. I also repro'd this using the "Quit" command in the console. I found this on Linux, but this was repro'd on Mac and Windows ...
Just a typo that needs to be fixed. ...
This may not compile properly. Should be fixed. ...
I have a fix ready for this in cl: 17967661 ...
Currently, the SButton and SBorder widgets multiply the color and opacity during OnPaint before calling the super (SCompoundWidget::OnPaint). This causes the operation to be done twice, since the co ...
Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...
This is a regression from a long while ago that needs to get fixed ...
ProjectWorldToScreen always returns true. User states: "This probably comes from that line of code : bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelati ...