Splash screens never clear on oculus. Testing in 4.14 it seems like UOculusFunctionLibrary::HideLoadingSplashScreen() is never called, maybe still the case in newer versions? Was unable to clear a ...
The Editor preferences where you set the starting resolution for standalone game will ignore the values given if they exceed a certain amount. In my case 1920 x 1080 was the limit where it started t ...
When moving an actor between levels. We search for the actor using the class name instead of the entire class path. This will cause issues when there are multiple classes of the same name in differe ...
Set Vector Parameter Value on Materials doesn't seem to have an effect in packaged games if used in the construction script. Using it on Begin Play works as expected. This did not occur in 4.14.3. ...
If a Blueprint struct contains a variable that is an array of another Blueprint struct, data in a datatable based on the first struct will not be correctly filled in for the struct array. If the str ...
A licensee has reported that the USkinnedMeshComponent::FindClosestBone function does not respect the bRequiresPhysicsAsset parameter, resulting in the bone returning bones that are not part of the ...
See UDN thread ...
When using TMaps within a function in blueprints & then compiling the blueprint causes a warning to be created in the output log. In some test cases it only occurs with a local function TMap variabl ...
Quote from the licensee (FbxSkeletalMeshImport.cpp inside "// merge bones to the selected skeleton"): this happens because in UnFbx::FFbxImporter::SetupAnimationDataFromMesh, the function FindFBXMe ...
Setting the `bUseClientSideCameraUpdates` property in a `PlayerCameraManager` class to false can result in a crash in the Ansel plugin because `GEngine->GameViewport` may be NULL. Another user has ...