By [Link Removed], user can disable IDFA without customizing engine code. But, if using Launcher build, the added settings( Enable Advertising Identified(IFFA) ) does NOT work correctly. Because eng ...
Reparenting a blueprint from a blueprint to a native class will cause data loss if both parents have a component with the same name. The component ptr will always be null after reparenting. Expected ...
A licensee wants to enforce YFov constraint for a game project by setting AspectRatioAxisConstraint=AspectRatio_MaintainYFOV in the config. However during playing the sequence, the value of AspectR ...
A SkeletalMeshComponent set to query only physics still interacts with collision. This is a regression from 4.21 Seems to be a side effect from a change to GetCollisionEnabled_CheckOwner ...
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 ...