Actor Components with Auto Activate set to false are still ticking. If you activate the component on begin play, set a short delay, and then deactivate it, the ticking will stop, which is inconsis ...
When launching for HTML 5 and using a texture or image that is not a power of two in size the texture does not pan correctly, instead of panning as expected, the material clamps and will remain that ...
When launching a packaged game from the nDisplay Switchboard, the nDisplayConfig file fails to link the cameras to the viewports. Inside the log generated by the Switchboard an error is displayed th ...
If a sound starts playing while the listener is inside the binarual radius, the sound stops abruptly when they leave the radius. Does not occur if the listener starts in the binaural radius. Does no ...
The Log Timestamp doesn't display in local time when "Log Timestamp Mode" and "Display Timezone" are set to "Local Time". Found in 4.24.2 CL#11100242 Reproduced in 4.23.1 CL#9631420, 4.26 Main CL#1 ...
The UV layout of a Mesh is altered slightly when exported from the engine. It becomes more noticeable on objects as their UV Islands shrink in size. Given a default full 0-1 unwrap it looks like t ...
When setting up a BP via the scene with the new method of adding components and converting to a BP the child component that is set to simulate physics enabled will be offset from its original positi ...
If a variable is bound in the Design Window of a User Widget asset it will be deleted if you use the menu option "Delete all unused variables". Found in 4.24.3 CL#11590370 Reproduced in 4.23.1 CL#9 ...
Attempting to add collision to an EQSTestingPawn class is not possible, as the inherited capsule component seems to override any new collision. Simulating with the inherited capsule will cause the P ...
There are no errors or warnings in the console output or logs that suggest anything went wrong. Also attempted to import a .PNG with no luck. Exact command used, use of <user> where appropriate:UE4 ...