When launching for HTML 5 and using a texture or image that is not a power of two in size the texture does not pan correctly, instead of panning as expected, the material clamps and will remain that ...
While testing in //UE4/Release-4.16 CL 3466753 in Binary – I encountered a crash when deleting, undoing, then re-deleting the NavMeshBoundsVolume and RecastNavMesh.UE_LOG(LogObj, Fatal,TEXT("Renamin ...
When a gameplay tag is renamed, gains a prefix/suffix, or is changed the updates to the tag are not being reflected in blueprints where the value has already been stored. This occurs in the case of ...
There is issue occurring when changing the font size to a small size, doing this distorts the font when the size is below size 18. It is unknown if this intended behavior for how fonts are resized. ...
UPDATED DESCRIPTION When enabling Cast Modulated Shadows on a Directional Light and using Mobile MSAA on Android OpenGL ES 2, shadows from the Directional Light do not render when dynamic objects ar ...
UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate) ...
There seems to be a second Scene root being created when importing an fbx scene. Something of note is that in the scene import dialogue we only see one "RootNode" listed. This has been found to occ ...
Setting CLion as the default IDE causes Unreal to not recognize it as a compiler. You are unable to compile C++ projects or create new ones with it set this way. This was reported and tested in 4. ...
From the UDN thread: Turns out this is caused by the way this stat was implemented for the FBehaviorTreeInstance struct: 1) You call IncMemoryStats on construct, before the struct is populated with ...
Get crashed in editor when opening many sequencers using the EditorUtilityWidget,. It's not in UE4.25.3, but it crashes in UE4.25.4. And it only occurs when NVIDIA Aftermath (r.GPUCrashDebugging=1) ...