This is due to Plugin loading order. If the EditorDebugTool plugin is loaded before *SourceCodeAccess( in exsample : VisualStudioSourceCodeAccess ) plugin is loaded, CanShowModulesTab() returns fals ...
This has been tested internally using an editor utility widget yielding the same results. That small project is attached. BoundingObjectTest. 1) Open the project 2) Run the Editor Utility Widget ...
The incorrect resolution is used on computers with 4k monitors that use DPI scaling (default 150%) because the default for UE projects is bAllowHighDPIInGameMode=False which results in SetProcessDp ...
This is a race condition, did not crash with -onethread. Attached the collected threaded callstacks, although they look misaligned. Licensee has provided a suggested fix. ...
We should modify FindBestMatchingFunc_Internal for the case of UObject pins to search for a best matching subclass instead of just use the base UObject comparison. We could also exclude any func ...
An Animation Track that references a Blend Shape, Morph Target, Animation will not play when you play from Level Sequencer in Editor unless you turn off real time. Also it seems if Realtime is turn ...
Under Project settings > Packaging>"For Distribution" when the user scrolls over this area, the pop up description reads "...If disabled, an development build will be created." ...
When creating fracturing a mesh in PhysXLabs vs UE4 fracture tool with both using Voronoi fracture and set to 25 chunks will give different results. The mesh (Attached below along with reference i ...
From what I could see this is different than JIRA issue [Link Removed]. All the selected nodes information seem correct until the NodeObject->Delete(Sequence) in SAnimNotifyPanel::DeleteSelectedNod ...