When assigning the same Player ...
We currently do not copy over the Config folder when we are packaging a plugin for inclusion with a packaged game. This is likely because we haven't supported plugin config files in the past, but th ...
Currently, properties marked DuplicateTransient will be reset to default when their actor is moved to a different level. This happens because we use the clipboard to virtually cut the actor out of o ...
Running the command {,,UE4Editor-Core}::PrintScriptCallstack() in the Immediate Window in Visual Studio while debugging is paused in Visual Studio will result in a breakpoint being hit when the ...
A licensee has reported that opening a packaged game in 4.18 and onward will cause the packaged game to appear on their left most monitor, rather than their primary monitor. This was not the case in ...
When using the "Is Visible" node for a widget who parent is set to hidden, the node will return true even though the widget cannot be seen. ...
Currently, widget animations are updated in UUserWidget's NativeTick. Widgets do not tick when they are offscreen (as intended), but as a side effect, animations are paused and will resume once the ...
Enabling the "Include app-local prerequisites" causes errors or warnings to appear when packaging. 4.17 error:Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exce ...
A user has pointed out that code in AssetMappingTable.cpp and AnimationAsset.cpp are using the StaticClass() method on pointers. Because StaticClass is a static method, it relies on name hiding to ...
Our team has been using property instances, and have run into several problems. We were able to reproduce one of the problems, and I was hoping to have your team look at it. General scenario. We ha ...