After importing a sound file, it's sonic characteristics are changed and the sound is not the same as the original. This leads to inconsistency. The sound is the same with Compression set 100. Two ...
This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...
Using Object Scale in your material with an Instanced Static Mesh does not change the color of the material if you scale the individual instances of the Instanced Static Mesh component. If you scal ...
Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...
Negative scaled static mesh components in a blueprint will invert their faces when converted to a static mesh. Note that this does not happen in the following situations: If the BP is scaled negat ...
tvOS locks up with the following message being repeated in the device log:Sep 28 10:27:50 Apple-TV-Joey UE4Game[610] <Notice>: [2016.09.28-14.27.50:752][188]LogHttp:Display: Sleeping 0.5s to wait fo ...
When creating a new Sub-Font Family the user should be able to add a font to the Sub-Font by clicking the Add Font Override dropdown. The dropdown would then give the user the Font option. However ...
void USceneCaptureComponent2D::CaptureSceneDeferred() { UWorld* World = GetWorld(); if (World && World->Scene && IsVisible()) { // Defer until after updates finish // Needs some CS because ...
Code class files created by the Editor that include the Copyright symbol (©) are created with UTF-16 encoding. This encoding is not supported by Xcode on Mac, and will result in a build failure. In ...
When using the DoOnce MultiInput node in blueprints, deleting a newly added pin on the input side will not delete its corresponding output pin. Adding a new pin after that will create the result lik ...