External textures currently only support pixel shaders, presumably because some platforms, such as Android only have pixel shader support. On other platforms this causes a regression though: For exa ...
The ListView widget currently depends on the UWorld's timer manager to fire an event indicating new entries have been generated (see UListViewBase::FinishGeneratingEntry). This can become a problem ...
"When using a UMG ListView widget, there seems to be two ways to be notified of item selection changes. An event on ListView which fires when the selection state of any item changes, and an event on ...
The tool tip for On Text Changed for a text box appears to imply that only user interactivity will cause the event to fire (this is not the case). ...
The GetOverlappingComponents node isn't working correctly on mobile devices. It seems like it may only not be registering components that are spawned at runtime, as it does change the number of over ...
UActorChannel::SetChannelActor contains old code to synchronize the channel sequence numbers for a connection if the channel index is reused. This seems unnecessary now that we intentionally update ...
Google App store rejects UE4 apps with the response: "App switches to a 2-dimensional view unexpectedly When in VR, your app should never display any 2D images. For more information and examples, p ...
Components that have event's cooked up to their On Component Activated Event do not fire if the component is set to AutoActivated. This does work if the Activation event is triggered by other means ...
See the UDN question (duplicated below). I think we need to better manage the lifetime of the event we use for synchronization here. We are experiencing an issue where when FPlatformMisc::Request ...
Converting a BSP to a static mesh will freeze and crash the editor when done on Linux. Windows does not exhibit the same conversion crash. ...