If a blocking volume is created in the persistent level and then moved to a sublevel, it will no longer correctly block objects in standalone game. ...
Before UE4.12 A user could drag a folder and its sub-directories from the Finder in Windows into the Content Browser and it would keep the folder structures. Now, doing the same results in the asset ...
When the game window is maximized on any monitor other than the left most monitor, the mouse will not interact with the game window. ...
Regression: In UE4.10, the border that now occurs around New Editor Window causes window to extend beyond native screen resolution designated in Editor Preferences causing the window to 1) Not be ce ...
After enabling Forward Shading that project can no longer operate while "r.LightPropagationVolume = 1" since it will crash immediately. ...
Previously, all Unreal Types generated by python scripts would be created inside package "/Engine/PythonTypes". This was changed by [CL 32478991 in ue5-main branch], which meant to "remove the restr ...
When moving between levels with built lighting volumetric light maps persists between levels. Workaround: Load the same level twice. Found in 4.24.2 CL#11100242 Reproduced in 4.26 Main CL#11574810 ...
See the UDN link. This is currently possible with some material work, but should be made more robust to automatically look up the passtrough texture resolution and to deal with apps deployed in por ...
The collision DI input is a hidden input, but is necessary for compilation. The input node should likely be marked as required, not hidden. ...