The licensee reported the following on this issue. The problem seems to be that the comparison below is not working properly. If the Material is not created, it will be a comparison between WorldGr ...
Particle systems will appear very blurry once deployed to an IOS device. The particle system looks correct while using the mobile preview. Another important note is that if a static mesh is in the s ...
Building the Engine in Visual Studio will fail due to an unresolved external symbol error if a new global variable is added to CoreGlobals.h and then referenced elsewhere in the Engine code. The bui ...
Until 4.23.1, the value of the Texture Memory Cube is reduced to an appropriate size. It is explained in the following thread:https://udn.unrealengine.com/questions/398103/index.html ...
When using a Blueprint to Spawn an Actor Class then using a Set Material Node, the engine will register a material change but will only show the World Default Material. Also Reproduced in Main Prom ...
The Editor preferences where you set the starting resolution for standalone game will ignore the values given if they exceed a certain amount. In my case 1920 x 1080 was the limit where it started t ...
A licensee reported that using the Consolas font on Android will cause the game to crash. I've narrowed it down to only occurring in the Android 24 SDK and on the ASTC configuration. Using Android(A ...
Note: This does not occur when the nativization mode is set to "Inclusive" in the Project settings. Current workaround: Ensure that the ChildActor class is NOT a data-only Blueprint, by adding scri ...
This is similar to [Link Removed] but still reproduces with an attach track. ...
FQuat::NetSerialize will always call Normalize() as part of replicating the current value, so that only the X, Y, and Z components need to be serialized (the W can be computed on load). This operat ...