We can't prevent code after the stop from being run until the end of the frame, but we should be able to prevent it from actually stopping at those breakpoints if a stop was requested previously. I ...
Running the stat GPU command causes the editor to hitch for a period of time. ...
Setting an instance of an asset in a level to "Is Editor Only" will cause the asset to not be present in the level in a packaged game, but the asset is still included in the cooked content for the g ...
We currently have two methods of fixing up redirectors: the ResavePackages commandlet and the Fix Up option within the editor. While the editor's option correctly handles collections via FAssetFixUp ...
Leap motion hands stop tracking after regenerating skeleton. When opening the asset "hands_lo" the user is confronted with a message that reads "The preview mesh hierarchy doesn't match with the ske ...
When forward shading is enabled, the light complexity view mode just displays black surfaces. ...
Renaming folders is not case-sensitive Previously fixed in 4.12, re-appeared ...
See attached image., the selected sphere is using HQ reflections. HQ reflection code does not look for sky captures. Note that the sky capture does not require the parallax correction code. ...
No user comments in crash group 169 (uint64)PlatformMemoryStats.AvailableVirtual, 170 (uint64)PlatformMemoryStats.UsedPhysical, 171 (uint64)PlatformMemoryStats.PeakUse ...
The interpolator in each function call does correctly compile it's input to a temporary, but as there's only one actual expression node, each call stomps the temporary data so the final CompileInput ...