The object filter in the blueprint debugger can be used to filter breakpoints to a specific instance of an object. This is important for multiplayer because there will be multiple versions of the sa ...
When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...
When using SessionFrontend on some devices, when leaving the app (going to the home screen or another app) or sometimes locking the device there is no more audio after returning to the game. "It lo ...
Inputting 'Stereo Off' while the prox sensor is uncovered will disable stereo rendering but introduces large performance decrease. Stat FPS returns constant 10 FPS / 100 ms. Found on: //UE4/Release ...
When baking we only look for the first transform track to mute, so if there are more than one, only one will be muted. ...
When the Project Settings is opened on Linux, a call is made to run an iOS-related C# program (execute iPhonePackager certificates). This call causes the editor to crash. Unable to find mention of ...
Visual Studio 2019 does not load even when it is selected as the chosen IDE. Instead the editor loads Visual Studio 2017. If you create a new C++ class after switching the IDE and restarting the Edi ...
Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator. Crashreporter info: [Link Removed] ...
ResavePackagesCommandlet -fixupredirects fails to fixup pointers from external actors that are pointing to objectredirectors. It fails to fixup those pointers because we specifically skip loading of ...
Applying a PP material that uses absolute world position to a cine camera using "constrain aspect ratio" causes rendering issue. Note: Changing the film back settings on the camera also results in ...