Many landscape apps have the long side on the left side down, but UE4 defaults to the lower long side on the right side. I thought it would be nice to have an option to change the default orientati ...
While investigating [Link Removed], I have found that GLSLBackend always automatically generates render target location indices, regardless of user-specified ones via SV_TargetX HLSL semantics. Rel ...
Trying to package a Client version of a project using Visual Studio 2017 currently fails. Packaging a Client version of a project using Visual Studio 2015 completes successfully. Alternate Steps to ...
We need to use UNNotificationRequest instead of UILocalNotification which is Deprecated in iOS 10 [Link Removed] ...
When creating a widget based on a widget that is available by default in the editor it will not show up in the palette once the editor has been closed until the widget itself has been opened during ...
In splitscreen, Player 0 view influences reflections for other player views. A user submitted the included test project showing the issue, and I have reproduced on 4.18.3 as well as 4.19.2 (see Spli ...
A set of objects which can be instantiated Inline in the Editor that contain an array of References to their children that have nested Blueprint objects inheriting from a Native Base Class can cause ...
Attempting to launch URLs on Android causes http:// to be placed before the string that is given. This causes issues when using commands such as mailto: and tel: which do not work properly when this ...
Licensee is using the Sense Hearing of the AIPerceptionSystem. When using the GamePlay Debugger they notice that one call of MakeNoise out of every two seems ignored by the AIPerception. ...
bRenderInMainPass of skeletalMesh doesn't work on mobile. Even if bRenderInMainPass is set to false, SkeletalMesh will be drawn on MainPass on mobile. Licensee has shared the following correction c ...