On iOS, using the code in the UDP socketbuilders causes the sessions tool to not join with iOS devices. Giving the error EADDRNOTAVAIL. If the user falls back to the other code function that uses th ...
Crash is caused by incorrect cast to display ActorComponent in viewport (gizmo used to move it should not be present) ...
Enabling bShareMaterialShaderCode breaks memory tracking and wastes memory due to issues in ShaderCodeLibrary. It is also worth noting that after cooking with bShareMaterialShaderCode enabled causes ...
See the following UDN for a good visual explanation of the bug: https://udn.unrealengine.com/questions/512811/view.html Seems like this was introduced around CL 5639656. ...
See https://udn.unrealengine.com/questions/505632/view.html for more details Repro: -Have a mesh with 3 sections and 3 materials, assign section 1 to material 1 and section 2&3 to material 3. -Pla ...
text bleeding out when designating certain Motion Controller & Oculus Touch specific keys in the Project Settings. *Some samples of this text bleed/overflow are:*MotionController (L) Thumbstick Dow ...
When trying to get CookedFFTData from an audio component in a packaged build it fails despite working in the Editor. This also occurs when you package the project from File->Package Project->Windows ...
Particle Systems Feed Boroken Values to Dynamic Parameters in Materials with Instanced Stereo Enabled Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 Preview 1 CL# 7236301, ...
FSoftObjectPathCustomization and SPropertyEditorAsset do not support multiple actor classes in the AllowedClasses list. The ObjectClass is only set in FSoftObjectPathCustomization if there is only ...