We auto-create a PixelStreamingInputComponent which handles the input coming from JavaScript's emitUIInteraction. This works in a UE4 app with a single level, but it seems that if you change levels ...
REGRESSION: No When deleting a reference variable, any resolve node pins using it will have a picker added, which won't have anything listed in their dropdown. This isn't consistent with what happ ...
A licensee reported that "Build" button causes "Validation failed" and breaks meshes in a Sublevel according to a prescribed procedure. The process is quite complicated, but I can 100% reproduce thi ...
Generated from CrashReporter ...
The User has provided an extensive log of their code base setup, and the process leading up to when the Assert occurs. "Our game mode & player state FSM are setup in a data driven manor using UDa ...
Material Mask Opacity is not working in PIE, but works as expected in Standalone. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 4862710, and 4.23 CL# 4898645 ...
Generated from CrashReporter ...
Foliage components will be unbuilt even after deleting all of the placed foliage in a level. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 4827620 ...
A customer found out that the NotificationNumber static variable is never incremented. This results in a constant NotificationIdentifier string when using the same Title. Seems like it should be ...
The Delete Assets window's list of assets that are available to replace the references to an asset that is being deleted returns additional assets that are not valid replacements. The provided pro ...