deleting the code "&& SimulationStages[i]->bEnabled" in UNiagaraEmitter::GetScripts will bypass the problem [Image Removed] ...
After I ran the above steps and then packaged for Windows and iOS (using File > Package in the editor), my resulting executable was Shipping. So far this issue is cosmetic / confusing to the user ...
Screen space reflections on translucent materials are not affected by post process settings. Any changes made to SSR settings in the volume will do nothing to a material that is set to the transluce ...
You are unable to track Actors that are in different sublevels when using Cine Cameras. The 'Actor to Track' is set back to none if the target Actor isn't in the same sublevel as the Camera. This is ...
4.20 Oculus Go projects cause the device to lock if immediately relaunching after exiting. It does not occur if:You wait ~20 Seconds before relaunchingYou press the power button after closing the a ...
The material function Input Displays incorrect data type for Volume Texture, Static Bool, Material Attributes, and External. The function will still work properly however the type data is displayed ...
Performing a Hot Reload after changing some properties in a custom Static Mesh Component code class from public to private appears to reset the static mesh set for any Pawn Blueprints that use that ...
When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...
When using 'Set Input Mode to Game and UI' and enabling 'Use Mouse for Touch' this causes the Mouse to appear in different positions and change the direction the camera is facing. This is a regressi ...
The GetAssetRegistry blueprint node only produces the asset data for the Material class and its subclasses. It completely ignores the asset data for Actor, derived Actor class Blueprints, and the su ...