See the licensee discussion for details discussed with [Link Removed] ...
From licensee: when the Enable Automatic Camera Overlay is enabled you will get the People Occlusion image overlaid above everything so no objects can be in-front of it. And if you disable Automa ...
Encountering an editor hard-lock when attempting to delete a level converted to World Partition. I'm unable to reproduce this hard-lock if the level is created using World Partition, only post-conv ...
The shadow state used to store previous values on the client side is not GC aware, so when an object gets garbage collected it's not nulled out of the shadow state. This results in stale pointers b ...
Unreal Engine should support haptics on gamepads on iOS and tvOS [Link Removed] [Link Removed] ...
VLM is not handled when rebasing. The following workaround works. void SetupPrecomputedVolumetricLightmapUniformBufferParameters(const FScene* Scene, FEngineShowFlags EngineShowFlags, FViewUniform ...
This Jira is there to make sure we load the skeleton asset before the skeletalmesh asset need it ...
There are a few issues a licensee has found with the skeletal mesh merge operation. See the UDN for more details and the proposed fixes. Note, the issue with the cloth merge is already logged in a ...
Blueprints based on a const class will continue to be BPTYPE_Const after being reparented to a non const class. ...
Much like [Link Removed] (which I'm backing down on my by design claim), there is an issue where if you previously referenced a component that no longer exists, the correct instanced subobject is lo ...