I ran the command with no actual changes to shaders. Recompileshaders global and changed did not crash the editor. ...
If a Procedural Mesh is created on BeginPlay (at runtime) instead of in the Construction Script, collision with non-player objects does not register correctly in packaged or launched games. This wor ...
The rocks in VehicleGame are causing the vehicle to have physics spasms by flipping and jumping the vehicle. ...
Ease node not considered Pure function but has no exec pins. This causes a warning to appear within the compiler results as seen in the attached image. Regression (yes) issue (does not) occur in 4 ...
Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...
Compile fails when the user attempts to launch on to Windows with the Raw Input plugin enabled. Error:LogPlayLevel: xgConsole: Module.RawInput.cpp LogPlayLevel: xgConsole: d:\framework\engine\plug ...
Noticing that when I undo assigning an actor it no longer plays back the previously assigned actor. ...
While Ad Hoc the new features for 4.14, I was testing the feature of converting actors to static meshes. I attempting to convert the cable into a static mesh and I went through the windows and noth ...
Sequence onStop does not appear to fire off in a packaged project. The functionality appears to be present in the editor, however this does not appear to be the case after packaging. ...