Sometimes AnimNotify does not fire when an animation is executed under the following conditions. 1. The CharacterMesh's AnimationMode uses UseAnimationAsset 2. CharacterMesh's URO is enabled (Enable ...
DESCRIPTION: When making a mesh with custom collision with the naming convention of UCX and exporting the FBX for use in UE4 the collision will import and update if any changes are made and reimport ...
If you delete a map while it is marked to be cooked in a custom profile, then run the custom profile the map won't be deleted from the profile .ulps. I wasn't able to launch using the new custom pr ...
The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
Extracted Sprites are offset when importing a non-power of two sprite sheet, padding it to a power a two mode, and then using the extract function. You can see this offset clipping of the extracted ...
The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
The project consists of 2 modules, "ReloadBug" and "DependentModule." DependentModule has a one-way dependency on ReloadBug, and ReloadBug is the primary game module. On module load, DependentModule ...
https://forums.unrealengine.com/development-discussion/vr-ar-development/1494917-ue-4-20p4-arcore-image-database-cannot-build/page2 Bo Pang from Google writes: "I think there are two issues here: 1 ...
ED nodes in 4.6 but are not being executed in standalone or cooked games. Also, users receive compile errors when the project is saved and reopened that resolve when the blueprint is recompiled. ...
Users are reporting black and splotchy like graphical issues in their projects when working on a Mac and using an AMD graphics card. The user in the link provided mentions, "that UE 4.8.3 is withou ...