https://udn.unrealengine.com/s/case/5004z00001n9MUWAA2/hololens-cannot-be-permanently-disabled-as-a-target-platform?fromCase=1 They disable hololens as a supported target platform, but it is enab ...
If the max number of jumps is 'n', jumping from the ground allows for 'n' jumps, but walking off a ledge and then jumping only allows for 'n-1' jumps. Ex: If Jump Max Count is set to 3 (triple jump ...
If the user in holding down a key and then uses the mouse to click on a button in UMG it will cause the key to fire off it's released execution. ...
When using actor components, if you delete a node, such as event tick and then add it to an actor, even if you modify the component again, such as adding the event tick event back, the component wil ...
Hovered state does not fire when "Use Mouse for Touch" is set to true. As a note this also happens in a packaged game if the setting was set to true. ...
Actors with large numbers of components cause long hitches during cooking. Here is a brief profile from Very Sleepy of the process while the editor was cooking: [Image Removed] ...
This problem is caused by an incorrect calculation of the number of chunks in the read request. Here is the workaround applied by the licensee : int64 FSignedArchiveReader::PrecacheChunks(TArray<F ...
ensure(false) being fired in FGenericParticlePairMidPhase::FindOrCreateConstraint from key collision. The licensee reports one of their users reported this issue and they were able to reproduce a fe ...
Users with GNOME Shell installed have reported having issues with multi-monitor support when the monitors are not equally sized or the same aspect ratio. If the application is moved from a smaller ...
Set variables based on Enumeration do not update when the number of members changes. The drop down menu will update if Refresh all nodes is used or if the user restarts the project. ...