Blueprint actors do not having their states properly restored when only sequencer edits are allowed. The licensee has noticed that the USceneComponent* is different after edit in FComponentTransform ...
There are no changes to the parameters in the .ini file, just the file has been updated. Source control becomes dirty by re-saving the file. ...
The Vector Field Initial rotation module will have the same rotation for all instances of the same emitter. This is a regression from 4.22. ...
Output log when crashing UATHelper: Packaging (iOS): LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb UATHelper: Packaging (iOS): LogCook: Display: Mobile HDR setting 1 ...
Attempting to set the collision of a component to NoCollision while the actor's collision is disabled will prevent the component's collision from changing. This is because of the early exit in UPrim ...
When building UE 4.23 from source using VS 2019, there are compile errors when building the Targets DebugGame Client and Development Client. Note that Debug Client builds successfully. The errors ar ...
A user reported FMath::SegmentTriangleIntersection returning false negatives, seemingly due the results of FMath::ComputeBaryCentric2D being checked with strict inequality as opposed to non-strict i ...
Duplicating inherited Blueprint variables should copy the data from the original variable to the duplicated variable. ...
FClothingSectionData::IsValid() is not marked const. ...
Random generators in UE4 have a short periodicity. (FMath::Rand and RandomStream) I heard a xorshift variant has good characteristics. Could we consider importing it into UE4? [Image Removed] ...