Widgets that are pooled are given a pointer to a layout cache, if the layout cache dies, the pointer is bogus. Going to need to move over to using weak pointers to avoid the crash, will add some pe ...
When the user moves two notifies onto the same frame, the notify track does not immediately update and add a second track so they don't merge together. For it to update, the user has to perform a s ...
DOF does not display correctly(screen turns black) on several mobile devices. I could repro the issue on:Samsung GALAXY S7, Android 6.0.1Xperia X Performance (F8132), Android 6.0.1 ...
When calling ReshapeWindow, aspect ratio is determined by dividing the new width by the new height. We could prevent a potential crash here by validating these numbers before performing the division ...
LastRenderTime is never updated with occlusion culling disabled, so the widget component will always stop updating. (see UWidgetComponent::ShouldDrawWidget) Developers can force updates by TickWhen ...
The collision channel specified in LineTraceSingleByChannel does not appear to be taken into account when the trace is performed. Instead of ignoring any objects that are not set to that channel, an ...
Since magenta is a special color used for initialization of the UE4 and it may have occurred problem because we are performing a branch using equal.[Link Removed][Link Removed] Licensee wants to us ...
There are cases where changing the Role and RemoteRole of a Pawn doesn't get properly replicated. The underlying issue has to do with ScopedRoleDowngrades and Shared Shadow State. A workaround is t ...
The Ellipsis overflow method on text widgets can cause an ensure to trip as a result of a render batch being sent with no indices. We could guard against this in SlateRHIRenderingPolicy by checking ...
Cloth LOD Index is changed only during the mesh is on the screen. LOD Index is set to 0 at spawning, so clothing simulation runs as minimum LOD level until the mesh is in the field of view. It's no ...