[Feature Request] Allow include files to be added in custom nodes via separate entry

UE - Rendering Architecture - RHI - Jan 10, 2020

Suggested feature by a licensee and there have been a few use cases recently we've seen. [Link Removed] for vis ...

Xcode project files use iOS Legacy Build System which is not supported in Xcode 13

UE - Platform - Apple - Aug 3, 2021

The WorkspaceSettings.xcsettings file is generated with the following entry <key>BuildSystemType</key> <string>Original</string> This causes the warning in [Link Removed] which has was closed ...

Solidworks exporter does not support scale, scene orientation is different from CAD import and materials are missing

UE - Editor - Content Pipeline - Datasmith - Exporters - Sep 29, 2021

Notice that the udatasmith geometry does not have the scale : all volumes are identicalNotice that the udatatsmith scene is rotated of 90 degree compare to the CAD sceneNotice udatasmith does not have ...

Attempting to hide "CharacterMovement" in a custom character class breaks Details panel inside derived blueprint

UE - Gameplay - Blueprint - Nov 2, 2015

Using the "HideCategories = (CharacterMovement)" specifier in the UCLASS macro will cause the Details panel of a derived blueprint to not display any information for the CapsuleComponent, Mesh compo ...

Android: Mali Txxx GPUs Encounter Stretching Geometry When Running with Support GPU Scene Enabled

UE - Platform - Mobile - Nov 27, 2019

When attempting to run SunTemple with r.Mobile.SupportGPUScene enabled on some Mali GPUs, the project renders with what looks like pieces of the geometry stretching across the level and bending out ...

Specifying a custom UMovementComponent class via SetDefaultSubobjectClass() does not seem to serialize default value edits correctly on the CDO.

UE - Foundation - Core - Oct 28, 2015

Possibly some sort of issue related to SetDefaultSubobjectClass() rather than UMovementComponent specifically. I was able to reproduce in 4.10 release branch and in //UE4/Main with the test project ...

The nativized 'Array_Get' custom thunk implementation fails to properly initialize the item returned in the invalid index case.

UE - Gameplay - Blueprint - Apr 19, 2018

FCustomThunkTemplates::Array_Get() fails to properly initialize a default item when the index is invalid: Item = U{}; That will leave the item uninitialized (e.g. UDS types). Should be using the ...

Custom software cursor cannot move beyond the Monitor's native resolution when the resolution is set higher than the native resolution of the monitor

UE - Editor - UI Systems - May 30, 2017

Software cursor will not go beyond the native resolution of the monitor. This means that if the resolution for the game window is set to a resolution higher than the native resolution of the monitor ...