FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always. Because of FLLMTracker::FLLMThreadState::GetFrameStatTotals don't amount to about CustomTags. Following code will ...
Loading a blueprint that uses the GetOptions meta data causes an ensure ...
When the transform is actuated for a static component only its pre animated state is saved, but its mobility will be set to movable. This causes its children to become movable as well. When the comp ...
Users are able to name function parameters (in BP and in code) "self" resulting in odd compile errors when in blueprints: "This blueprint (self) is not a bool, therefore ' Self ' must have a connec ...
Disable "Deferred Rendering" option in Movie Render Queue doesn't work and still renders the deferred pass. Currently you have to delete the Deferred Render config option completely to get the expec ...
It appears that changing the Background Color of a widget component doesn't immediately update the widget's render target. Toggling "Draw at Desired Size", however, does get the changes to reflect i ...
From [Link Removed], licensee reports We believe that querying the UIInterfaceOrientation via UIApplication on the game thread is the issue here. We have made changes to IOSInputInterface.cpp and I ...
Niagara mesh particle normals do not match those of static mesh actors. ...
When the Step Size is set to 0.1 for a Slider and Slider value is multiplied by 100, it will display weird numbers when moving the slider back from 100%. Changing the Step Size to 1 and changing th ...
Up to date assets are cooked when a project is not located inside UE4 root directory. An Additional note from the user: "My impression is this issue is caused in part by FPaths::MakeStandardFilena ...