The issue seems to have a few parts. First, active events don't persist between frames. Instead, a new active list is created each frame and diffed against the previous frame. Added events have Beg ...
When the USplineComponent::GetDistanceAlongSplineAtSplinePoint() function is called, the value returned is not accurate if the point approaches the range of 0 - 10 % or 90-100% of the spline. ...
Semi sporadic crash is occurring when switching between profiles in UFE and then exiting out This could not be repro'd on a Win7 machine with and Nvidia 980, could not be repro'd on a Win10 machine ...
When modifying the properties of a Skylight actor as a component within Blueprints, the changes are not reflected in the Blueprint viewport. If you drag the blueprint into an empty scene and modify ...
PlayStandaloneLocalPc is used when user launches Standalone Game from editor, which loads the .uproject from UE4Editor in Engine binaries instead of loading project from project binaries. ...
Several issues have been reported within the ParseHistoryResults method from PerforceSourceControlOperations: 1. Any Records that share the same filename will only display the last record with that ...
If you apply the same material more than once as a blendable element the effects will not stack. Only one of the materials will be taken into account. However, if you make a copy and apply that it w ...
Bisecting a BSP with another BSP with an axis scale value at a value < .25 breaks bsp faces, causing them to no longer render correctly. NOTES The value at which this begins to occur is 0.249992 ...
A project building in Visual Studio will sometimes fail with the error Unrecognized type 'FBar' - type must be a UCLASS, USTRUCT or UENUM. This can occur in situations where one struct was reference ...
This is in response to the reported bug from UDN, here: https://udn.unrealengine.com/questions/313095/in-the-shadowdirectional-light-always-light-skelet.html ...