UDK Link: link title In this project, they need to get the BackBuffer(including UMG), and use this BackBuffer to do some post-processing. So follow the code in FViewportSurfaceReader :: ResolveRende ...
Deploying a project to a mobile device that runs an EQS Query is causing the game to crash on the device. This has been tested with a Galaxy Note 4 and iPhone 5s. Attached are the logs from the de ...
OSSNull doesn't properly account for bShouldAdvertise or bAllowJoinInProgress. These should be updated in OnValidQueryPacketReceieved. (Note, bShouldAdvertise is explicitly ignored in LAN matches) ...
"log list" console command outputs log categories - a licensee reported they see duplicated category entries in 4.13. (e.g. logFileCache, logHMD, logHUD) Actually 4.11 and 4.12 had duplicated entri ...
The editor is crashing when attempting to hide a bone using the Hide Bone by Name node after using the Set Master Pose Component. ...
Deactivated components are ticking one additional time after being deactivated. ...
Editor is crashing when setting closed loop in the construction script of a blueprint. This did not occur in 4.12.5 following the same repro, this is a regression. ...
Actor Components with Auto Activate set to false are still ticking. If you activate the component on begin play, set a short delay, and then deactivate it, the ticking will stop, which is inconsis ...
The licensee has stated that convex mesh generation is failing in KAggregateGeom.cpp from the function KConvexElem::HullFromPlanes. Here is the code snippet they provided: if(!Polygon.Split(-FVecto ...