I received a report that there is a situation in UE 4.21 that it is not possible to acquire push notification device token on iOS And they seem to have solved the problem by fixing the following pa ...
Calling UHierarchicalInstancedStaticMeshComponent::AddInstance multiple times causes multiple BuildTrees to be created and run asynchronously at the same time. Tested in 4.21(CL - 4613538) How t ...
The Delete Assets window's list of assets that are available to replace the references to an asset that is being deleted returns additional assets that are not valid replacements. The provided pro ...
Render optimizations are causing the cloth render data to be updated one frame too late after an off screen cloth object has been teleported back on screen. The optimisation triggers itself after a ...
When applying a Landscape Layer Blend of textures to the Material Base Color, the preview does not update or shows black instead of how the material is supposed to look. When you disconnect the lay ...
Assertion fails when a struct is opened with a class reference stored and with the struct as a variable in the class that's referenced. A restart is required in order to see this occur. Repro Rate: ...
I am trying to use "stat llmassets" but it is not recognising the command. I have enabled LLM_ALLOW_ASSETS_TAGS and added -llmtagsets=assets to the commandline along with -llm, is there anything els ...
They've had some luck disabling UDP transport as mentioned in the following articles:https://docs.unrealengine.com/5.2/en-US/udp-messaging-settings-in-the-unreal-engine-project-settings/https://foru ...
Using Build Paths does not create a navmesh that also includes any Actors or Objects that are unloaded and spatially loaded. The navigation system appears to load the world within the navigable boun ...
Selecting the default character/skeletal mesh (or any skeletal mesh) in the viewport, right-clicking and transforming it so it mirrors on the X,Y, or Z axis will cause the physics to act erratically ...