At screen resolutions other than 16: 9, widgets added with AddToPlayerScreen can not be completely filled. The final size calculated by GameLayerManager seems to be incomplete. ...
As described in the UDN question, some settings aren't forwarded correctly to the game instance in PIE during a functional test. Proposed patch attached. ...
If user lock assets with Japanese comments outside source control, XML acquired in svn status may contain Japanese strings, and XML parsing may fail and become NotControlled. This issue does not oc ...
Torrigered when hotreload is performed in a case where code referencing to dll. Crash when restarting from VisualStudio. It didn’t see in 4.21. Workaround: Delete the Intermediate folder and e ...
Crash always occurs when executing Visualize Texture Command with Texture id. Looks like GVisualizeTexture.Mode doesn't affect correctly. Workaround: VisualizeTexturePresent.cpp FVisualizeText ...
The Function FPaths::CollapseRelativeDirectories assumes that any instance of the characters "/.." are a relative path to the parent directory, and removes them along with the preceding directory. H ...
NotifyStateClass may be nullptr when AnimNotifyState and AnimNotify swap occur in NotifyTrack. Workaround: SAnimNotifyPanel.cpp void SAnimNotifyPanel::OnPropertyChanged(UObject* ChangedObject ...
calling SetCollisionResponseToChannel or something similar, FPhysXTask will ever increase . Finally, it causes serious frame rate drop. That count can be reset by calling RecreatePhysicsState. ...
On Oculus Quest - The bottom portion of Media Player Textures are clamped. Confirmed in 4.24 MAIN @ CL 7226586 ...
UPaperGroupedSpriteComponent does not properly update its physics data at runtime, due to relying on the inherited UPrimitiveComponent functions that do not handle its multiple FBodyInstances. ...