External textures currently only support pixel shaders, presumably because some platforms, such as Android only have pixel shader support. On other platforms this causes a regression though: For exa ...
The new event track in level sequences fires the number of times that there are levels streaming. ...
The GetOverlappingComponents node isn't working correctly on mobile devices. It seems like it may only not be registering components that are spawned at runtime, as it does change the number of over ...
UActorChannel::SetChannelActor contains old code to synchronize the channel sequence numbers for a connection if the channel index is reused. This seems unnecessary now that we intentionally update ...
Google App store rejects UE4 apps with the response: "App switches to a 2-dimensional view unexpectedly When in VR, your app should never display any 2D images. For more information and examples, p ...
Converting a BSP to a static mesh will freeze and crash the editor when done on Linux. Windows does not exhibit the same conversion crash. ...
Opening the maps from the Soul: City asset pack on Linux causes a crash. This seems to be rendering related. It was originally reported as a Vulkan specific issue but we've reproduced it without Vul ...
When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...
Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...