This behavior has changed from UE4 to UE5 due to a fix to an unrelated bug ([Link Removed]). Reintroduce the old behavior without causing a regression that reintroduces Ben's fixed bug. ...
The editor window is slightly bigger each time you open the same project. This doesn't persist over to any other project. I also checked in 4.8 from p4, this also occurs in: 4.8 /UE4/Promoted-CL ...
It is expected that cooking, including COTF, will fix-up all string asset references. There were a few reasons this wasn't happening, but we should get these fixes into 4.15 as the impact was worst ...
Setting r.MaxAnisotropy by console in editor has no effect on texture sampler's MaxAnisotropy. If the startup value of r.MaxAnisotropy is 8, then the MaxAnisotropy is always 8 no matter how r.MaxA ...
Suggested fix is to relocate the Super::PreExit() call to the end of UGameEngine::PreExit() so that level streaming can be safely flushed before the MID cache is cleaned up. ...
One of our licensees pointed out this problem. I've tried all the common redirector problems (write / read permission, multiple instances of the editor, renaming the assets, running the commandle ...
When depth of field is activated in a project running on an iOS 8 device, the project will close to the Home Screen. ...
We use GetEditorWorldCounterpartActor in the sequence recorder which cant work in standalone builds as it relies on GEditor. The best fix would probably be to just add a guard for GEditor to GetEdit ...
See repro steps. The phantom references can be fixed by recompiling the child BP and saving it. Note that just loading ChildBP2 does not fix/remove the reference during compile-on-load, so it's a ...
Instanced variables were given a fix in response to this issue: [Link Removed] Once implemented, when the project is compiled the data from the blueprint instanced variable is removed. A recommend ...