When a project is set to use a fixed frame rate via the Project Settings it is uncapped when played in editor. Found in 4.24 Preview 2 CL#10091930 Reproduced in 4.25 Main CL#10298106 ...
Before we were able to request CTRL+ALT+F11 while debugger is paused, then resuming the debugger (F5), LivePP was kicking, rebuilding before really unpausing the debugger. Now, if I want LivePP to ...
Error: C:\Program Files\Epic Games\UE_4.25\Engine\Source\Runtime\Core\Public\Containers/SparseArray.h(778): error C2440: '-': cannot convert from 'const TSparseArrayElementOrFreeListLink<TAlignedBy ...
We can see refraction gets distorted after we have a bigger PDO value, and it's not because the depth is more shallow, but looks like some kind of scene color texture lookup error. Also, not sure i ...
Regression checked in //UE4/Release-4.26.2 CL 15973114 the issue is not reproduced thee ...
IsValidOnMaster/IsValidOnShot need to be BlueprintNativeEvents with a default C++ implementation and allow derived classes to override the function. This is needed so that you can create custom set ...
We have a level with foliage meshes that has been placed via the foliage system. We want to place these into HLOD Layers so that we can disable nanite, and thus enabling the imposter LODs at a dista ...
When playing in editor, if you fire your weapon at a trigger volume, the projectiles will bounce off of the volume, regardless of the fact that the collision is set to Query Only. This collision als ...
When importing multiple SpeedTree assets that use the same material will cause one to import blank (black) materials and assigned. This happens when importing into the same folder, however, if impor ...
Access None errors creating log spam in user's project when he is editing the BP. This causes a gradual, but significant, increase in the Editor's memory usage. It appears to occur with a a refere ...