Errors when reorganizing marketplace assets into a project hierarchy

UE - Editor - Content Pipeline - Content Browser - May 21, 2015

When adding assets to your projects from the vault, moving the new assets to new sub folders will cause issues when trying to delete the folders from the content browser. ...

Errors when reorganizing marketplace assets into a project hierarchy

UE - Editor - Content Pipeline - Content Browser - May 21, 2015

When adding assets to your projects from the vault, moving the new assets to new sub folders will cause issues when trying to delete the folders from the content browser. ...

The editor crashes during PIE when using the DemoPlay feature

UE - Networking - Dec 9, 2014

The editor crashes during PIE when using the DemoPlay feature. Crash Report: [Link Removed] ...

Wrong transform of Destructibles that use Extended Structures

OLD - Anim - Mar 7, 2017

Wrong transform of Destructibles that use Extended Structures. Destructible must be contained within a BP and only occurs during Standalone Game. All other play modes, including packaged, work as ...

SetAdd and MapAdd nodes do not return Bool

UE - Gameplay - Blueprint - Mar 29, 2018

Set Add and Map Add nodes no longer return the boolean (bool would return true if item was added to set, false if it already exists in set) ...

bDisableExposure Exposure bias on Mobile

UE - Platform - Mobile - Oct 12, 2018

There is this new variable. bDisableExposure which is set true when Feature level isn't SM5. Exposure bias should be supported on other platforms too. PR: https://github.com/EpicGames/UnrealEngine/ ...

Launching on IOS, sessions do not appear in the Session Frontend

UE - Networking - Oct 17, 2018

Licensee reports: Dug into this further and our iOS devices aren't receiving any of the handshake messages sent by the Session Frontend (or any other UDP messages for that matter) because multicast ...

Separate Translucency does not work when DoF is active

UE - Platform - Mobile - Nov 12, 2018

Memory leak with disable rendering

UE - Graphics Features - Sep 2, 2019

When executing "ShowFlag.Rendering 0", it occur the memory leak because it can't run RHICmdList.ImmediateFlush(). The following code is a workaround. DEC_MEMORY_STAT_BY() is ImmediateFlush. Witho ...