DrawDebugString does not render at set location in VR Other debug helpers rendering as expected Engine/Source/Runtime/Engine/Private/DrawDebugHelpers.cpp DrawDebugString looks to be the only fu ...
It seems that the first time an animation is played, the character pop into place. ...
If you change the type of an event dispatcher variable (why is this a thing?!), then you will permanently have a warning of the form "No delegate property found for NewEventDispatcher_0" that will ...
A number of utility functions are provided in UEdGraph_ReferenceViewer for building menu extenders. This class was originally included in the engine as part of the ReferenceViewer module, but was re ...
Mesh is not displayed when duplicating Hierarchical Instanced Static Mesh. It is displayed by editing the Transform of Instances. This problem does not occur in 4.19. It seems to happen in 4.20 and ...
If you call the "GetCameraImage" function rapidly ~10 times, it causes the ARKit camera feed to stop updating. Waiting for awhile or tapping some more seems to bring it back. Tested on macOS H ...
A DynamicNavMesh within a NavMeshBoundsVolume placed in a SubLevel will disappear if loading/unloading another SubLevel that has completely nothing to do with the DynamicNavMesh. Using a setup with ...
A black line will appear If a Rect Light is overlapping a mesh while a Directional Light has light shaft bloom enabled. This line will originate from where the edge of the source is overlapping the ...
Packaging an Engine plugin fails if another Engine plugin lists that plugin as a private dependency. In the two attached plugins, PluginA lists PluginB as a required plugin in its .uplugin file, and ...
When moving an instance static mesh between sublevels the number of instances being used will be set to zero. This happens when an empty actor is added to the level and then has an instance static m ...