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 ...
Editor that was cross-built on Windows reportedly cannot start (using a Windows Subsystem for Linux or a VM). ...
Layered destructible meshes do not simulate in the same way between UE4 and PhysX Lab. The observed issues are: 1) After first fracture no more damage is applied 2) Areas seem to react differently ...
The character gets pushed in the same direction that the platform is moving upon landing. This can be corrected by increasing the braking friction factor however, the user believes the behavior is s ...
Actor Components with Auto Activate set to false are still ticking. If you activate the component on begin play, set a short delay, and then deactivate it, the ticking will stop, which is inconsis ...
When launching for HTML 5 and using a texture or image that is not a power of two in size the texture does not pan correctly, instead of panning as expected, the material clamps and will remain that ...
Copying values of an array created through C++ does not copy all values, only the first value is copied over. This is different than an array that is created in blueprints when those are copied they ...
UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate) ...
Get crashed in editor when opening many sequencers using the EditorUtilityWidget,. It's not in UE4.25.3, but it crashes in UE4.25.4. And it only occurs when NVIDIA Aftermath (r.GPUCrashDebugging=1) ...