Placing a rect light in between two static meshes causes the surface to be extremely bright. This will happen even though the lights settings are default. It will not happen if it is lighting just a ...
All of the physics tick groups except for TG_StartPhysics call the SCOPE_CYCLE_COUNTER macro. The TG_StartPhysics tick group probably needs to call the macro as well. ...
Within the declaration of the APlayerCameraManager class, the GetActorLocation and GetActorRotation functions have mixed up Tooltips Result: Tooltip says to use GetCameraRotation for the GetActorLo ...
When simulating physics on multiple objects, they appears to jitter and shake on the client. This can lead to differences between the server and the client. This is especially show cased when runnin ...
SetVisibility not working with Web Browser Widget on mobile devices ...
GetScaledCapsuleHalfHeight multiplies the CapsuleHalfHeight by the lower scale value, even if it is X or Y. Seeing as Half Height should only be related to the Z scale, this does not work out proper ...
This occurs because the MakeStruct node will create a literal term for each input if nothing is connected. However, there is no explicit handling of some native 'noexport' struct types (e.g. FVector ...
FWebBrowserWindow::UnbindUObject on iOS is not implemented yet. IOSPlatformWebBrowser void FWebBrowserWindow::BindUObject(const FString& Name, UObject* Object, bool bIsPermanent /*= true*/) { } ...
Many landscape apps have the long side on the left side down, but UE4 defaults to the lower long side on the right side. I thought it would be nice to have an option to change the default orientati ...
While investigating [Link Removed], I have found that GLSLBackend always automatically generates render target location indices, regardless of user-specified ones via SV_TargetX HLSL semantics. Rel ...