When using a Game instance to modify the sound in the editor the sound will ignore settings made by game instance. This issue appears to be occurring only in the editor, as running the game in stand ...
From UDN: We are using the Cascade particle system and we want to render the same scene with multiple cameras, so multiple renders are required. In order to ensure that the result of the particle s ...
Granular Synth Component is not generating a sound as it previously did. ...
When a camera is setup in code with GetWorld()->GetFirstPlayerController()->SetViewTarget(this); the camera will work in the editor but a packaged version of the game has a black screen. ...
Flipping faces on a brush affects all other brushes Subtractive brushes will have their internal faces show if enough additive brush faces are flipped. If the faces of a subtractive brush are flip ...
Going to an earlier point of a replay does not update to previous visibility state on an actor that was switched to not visible during demorec. Reproduced in 4.9.2 binary and Main (//UE4/Dev-Main C ...
When importing a Static Mesh into UE4 that is using the SOCKET_ naming, and is part of a Level of Detail set, the socket is discarded. If the Level of Detail set is removed from the Static Mesh, t ...
Making a call to GetPawn in an AIController class will return NULL which will crash when that return value is used. This is a regression as the call is made successfully in 4.8.3. Working CL: Work ...
When using a code created function call inside of a blueprint that takes in a pointer to a UBlueprint as a paramter the pin for setting the desired blueprint will cause a compile error when the edit ...
If a post process volume is set to use a material shader, reducing the screen percentage while in VR Preview will shift the coordinates left/right. ...