Using the console command ProfileGPU while the Oculus DK2 is plugged in will cause Standalone game to crash. The editor however will not crash, just the Standalone game. ...
SimpleMoveTo does not work on Clients. ...
Subsurface scattering is disabled on all OpenGL platforms despite the shaders being properly translated & OpenGL platforms supporting the relevant CPU-side APIs. This also affected Metal for the WWD ...
When you attempt to package a project for shipping with 'For Distribution' enabled, the build will fail for mobile. ...
Normally this has not been as much of an issue, but recently SteamVR has dramatically decrease the time-out / "sleep" timer to something along the lines of 5-10 seconds... so the headset constantly ...
Game sounds can no longer be heard after unplugging and re-plugging back in a USB headset during a match. This also occurs when plugging a USB headset anytime during the course of the match. ...
Dynamic Collections do not display any results upon being created. Please note that opening a project that had a Dynamic Collection already selected may show the results at first. This is only tempo ...
The AnimBlueprint shows duplicate characters in the Debug Filter causing three effects: 1. Causes breakpoints not to function properly 2. Reverts back to "No debug object selected" in the Filter rat ...
PostLoad function is not called for blueprint components added through code. Regression: Yes In 4.12.5 (CL 3039270) code components do have PostLoad called if other components are not added throug ...
A licensee has reported that using FStringAssetReference::ResolveObject to reference an asset in Blueprints will result in that asset never being garbage collected. Doing the same workflow in C++ do ...