Trying to deploy a project that uses an external plugin (not located in either Engine/Plugins or Project/Plugins) will fail. The error message states that it is looking for the plugin to be located ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
If a sequence has two clips(of a same animation) placed next to each other, some of the anim notifies do not seem to be called. In 4.14, the middle notifies are skipped (e.g. notifyBegin/1st clip ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
Opening UE4.14 using thecommand line "-forceenablecrashtracker," results in a red circle on the top right of the editor that when clicked provides a link to a 20 second video recorded from when you ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
When packaging for iOS the IPA file seems to have increased in size from previous versions. The licensee made an important observation that it appears the master materials have almost halved in si ...
This issue is fallout from the changes in 33851494. Prior to that, we didn’t get the pop on beginning the sim. The problem appears to be that in USkeletalMeshComponent::PerformBlendPhysicsBones we ...
With windows 10 there has come some new swap chains, which unfortunately messes some things with regards to fullscreen up. We've fixed a bunch in the renderer (which would downright cause crashes), ...
Increase in Engine Stats for large amounts of Hierarchical Instanced Static Mesh Components User Description: We are having performance drops of almost 5ms in 4.15 when using "Hierarchical Instanc ...