An Answerhub user reported this issue where having force applied in different methods and situations results in different results only when rotation is also being applied. The example project contai ...
If "UVFlipping Mode" under Rendering on the Required node of an emitter is set to anything other than "None," the particles can become stretched and distorted. As a workaround, I have discovered th ...
When generating a patch, (patch pak file) the .uexp file of the Editor Start Map and the Game Default Map are both packaged into the patch, even if another map is specified. Example: Editor Start ...
Adding a static FSimpleElementCollector variable in a code class prevents the packaged project from running. No log is created. ...
Shortcuts do not appear to work for the visual logger in the editor preferences ...
We added the EXCLUDE_NONPAK_UE_EXTENSIONS define during EDL development, mainly for optimization purposes (keep all file IO out of pak file for better IO caching) and also security (don't allow over ...
Creating a Tutorial Blueprint in the main content folder of a new C++ project causes some errors with new projects if the Blueprint is moved afterwards. ...
Monitor Directories feature in the editor preferences does not auto import or re-import from network locations. There is no issue if the location of the folder is local. This issue does not appear t ...
We've had a couple of requests to bulk edit the LOD settings on static meshes, however those don't currently appear in the bulk edit UI since they're not currently real properties. They should be m ...
In TestPawn_BP in the details panel, when Current Focal Length is changed, there is no visible change when played in Standalone Game. -Could not test in 4.17 due to the ARToolkit Component was not ...