When launching a packaged game from the nDisplay Switchboard, the nDisplayConfig file fails to link the cameras to the viewports. Inside the log generated by the Switchboard an error is displayed th ...
Application crashes when deploying a game to iOS with Metal enabled. This has only been reproduced if a sub-level has been added to the starting level within the project. This seems to only happen ...
LogHTTP:Warnings are populating in the output log when the editor opens any project in 4.15.1 This is not occurring in //UE4/Main This is not occurring in 4.14.3 Marking as regression WarningsLo ...
There's a crash on stadia when changing the audio device from 5.1 to stereo. There's also a related issue where voice chat breaks when changing from 5.1 to stereo. The background is that CL14889950 ...
If disable PCH in Target.cs, an error will occur when building for Android. The log is as follows. LogPlayLevel: Error: D:/Build/Release-4_21_0/Engine/Source/Runtime/VulkanRHI/Private/Android/../Vu ...
The built-in class "UMaterialEditingLibrary" provides various editor scripting functions related to creating and editing materials and material instances. One of these functions, UMaterialEditingLib ...
After remove control rig track from the skeletal mesh, Linked Anim Graph in Post Process Anim BP of the SK Mesh does NOT work. This issue can be fixed by the following code.// add #include "Anima ...
UWorld::ComponentOverlapMultiByChannel and internally, the call to FBodyInstance::OverlapMulti, misses overlaps and blocking hits when the PrimComp's (the component used to test overlaps) mesh uses ...
Using the same import settings in UE4.8 and UE4.9 will result in a different number of frames of an animation being imported from the same FBX file. If you import the same fbx animation which in M ...
If an actor component contains a TArray of instanced objects, some of those object instances can get incorrectly invalidated and marked for garbage collection in certain situations, possibly resulti ...