The FSceneView::Deproject function calls FMatrix::TransformVector4 and passes an FPlane value. TransformVector4 takes in an FVector4 parameter, so the value being passed is implicitly converted to F ...
The editor silently ignores in put from the user when trying to uncheck the setting "Support armv7" (when this setting is the only one checked between the options of support armv7 and support armv64 ...
This is caused by client move combining warping the player back and replaying the move. Workaround is to set "p.NetEnableMoveCombining 0" but that is bad for network bandwidth. We should probably ...
The result can be somewhat improved by setting different scale values in the surface properties, but it's always more or less broken. ...
There is an issue with ramp-like textures where multiple corners are covered when you apply the mesh with the alpha channel on, there is a strange border that appears around the whole plane mesh tha ...
See the UDN link. This is currently possible with some material work, but should be made more robust to automatically look up the passtrough texture resolution and to deal with apps deployed in por ...
The current implementation of AutoCreateRefTerm does not allow for a default value to be automatically created for a TArray contained within a struct that is passed into a function as a parameter. I ...
Performing a hot reload on a project that is using a local binary build of the Engine will sometimes result in the Engine's UE4Editor.version file being updated with a new BuildId value. That result ...
In 4.18, BroadcastOnActorMoved() is no longer being called when an actor is moved in a level. The PostEditChangeProperty() function checks to see if the name of the property that was changed matches ...
UI appears to support EventDispatcher reordering, however reordering does not occur. ...