DrawDebugString does not render at set location in VR Other debug helpers rendering as expected Engine/Source/Runtime/Engine/Private/DrawDebugHelpers.cpp DrawDebugString looks to be the only fu ...
Renaming a folder that contains a Read-only asset from the Sources Panel causes the Content Browser and Sources Panel to desync. This causes the original folder (which should still exist since the E ...
Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...
When running a build with bSharedLinearTextureEncoding enabled, View.GGXLTCMatTexture and View.GGXLTCAmpTexture are pointing at the black texture fallback, which affects correctness of rect lighting ...
Crashes when loading an actor that inherits from AInstancedPlacementPartitionActor. There is a serialization size mismatch. ...
When you assign a Preview Mesh to a Material Instance, save and close the instance, on reopening instance, the Preview Mesh will not retain connection to the Instance and will revert back to its ass ...
UMG Visibility binding resets to default after closing and reopening project first time. "Get Visibility" on Button click boolean toggle for widget blue print "False" return node value gets automa ...
While attempting LaunchOn to an iOS device, the video and audio does not play. Attempts were made using the following video formats:mp4movavi Attempts were made using the following devices:iPhone 5 ...
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 ...
A SceneCaptureComponent2D is able to correctly capture the infinite hallway effect for portals. The " X 100% Y 100%" of ScreenAlignedUVs node is necessary to create the material that produces the co ...