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) ...
Synced the code on Windows and transfered to Mac, the file PVRTexToolCLI lost its executable permission bits... UE4 couldn't run the tool, but carried on processing anyway, processing invalid textur ...
When you are using a Custom Widget, changing the cursor setting does not change cursor during PIE or packaged games. only changing the cursor options in the original widget fixes the issue. This iss ...