Trying to use the eyedropper in the color picker window on Mac fails to grab any color values. The colors will only update when hovering or clicking within the viewport but the colors shown aren't c ...
When moving actors spawned from within the editor to a new sublevel, their meshes stop rendering. However, if you open a new level then re-open the old level the meshes become visible again. You wil ...
This issue takes a few attempts to repro. Sometimes when saving the icons will remain normal, but other times a red X will be displayed instead. Opening up the Level that is displaying the X and re= ...
When the CharacterMovementComponent makes the transition from falling to walking, it retains the forward velocity it had while falling. When the character lands on the moving object, its new velocit ...
When a client sends an Unreliable RPC to the Server in same frame with a Reliable RPC, Unreliable RPCs are Reliable. It implies extremely high lag on each lost RPC and all following ones. User lose ...
According to the Maya Live Link documentation, the zip file should be provided in the engine installation. https://docs.unrealengine.com/en-us/Engine/Animation/Live-Link-Plugin/Connecting-Unreal-Eng ...
Since this is a shipping/distro build and the device must be unplugged from the machine to be used in the hmd, I am unable to get logging. Will try with developer mode on. The following warning is ...
This is a regression from 4.22.3 (CL-7053642) where this setup executed as expected. Toggling Collision Profiles in 4.23.1 (CL-9631420) and onward do not affect the Static Mesh and it acts as if it ...
Transform node which transforms vector from mesh particle space to world space in vertex shader always returns 0. In ue4.24, it works fine. This behavior has been changed in CL#12558699. Removing f ...
To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...