When modifying the contact offset in a project it appears to have no effect. The setting that worked in a previous engine version (4.19) now collide in the same way as the default settings. ...
When the Editor grid is enabled, it draws over the wireframe objects. This is especially clear in orthographic views where the grid completely obscures wireframe lines aligned to the grid placement. ...
RPCs called on actors force a channel to be opened and the actor to be replicated at least once. If the RPC is called on a new replicated component while the actor channel is already open, but the ...
DragDropOperation is removed when pressing esc button. but this is skipping OnDragCancelled so it can disrupt user's UMG drag operation logic. ...
This problem seems to stop at Check in HLSLMaterialTranslator.h. If the same value is entered in MCT_Float and MCT_Float4, it branches to True with IsIdentical, but it seems that a problem has occur ...
It is probably link to the fact the function try to access so GUI object that are not accessible in CMD EditorLevelLibrary.spawn_actor_from_object should work in commandlet ...
AStaticMeshActor::CheckForErrors() is producing slightly incorrect results due to position and scale being exact matched, instead of using an epsilon comparison. Rotation is using Euler angles for ...
As noted by the user in the linked UDN question, this seems to be a problem with the PointLightComponent property on APointLight not having the VisibleAnywhere property descriptor. Also as noted, th ...
There is a duplicated block of physics replication code in PhysScene_PhysX.cpp https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysScene_P ...
Since magenta is a special color used for initialization of the UE4 and it may have occurred problem because we are performing a branch using equal.[Link Removed][Link Removed] Licensee wants to us ...