Per Licensee: We have noticed that the volumetric light shafts have become much more "flickery" and unstable compared to 4.18.3. This is visible in just the empty project with an unmodified engine. ...
Expose ULandscapeLayerInfoObject to blueprint as EditorApplySpline() blueprint function as an argument for this type. Some testing might be required to be sure it's not assumed somewhere in the code ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
Reproduced Crash on 4.18.3, 4.19.2, and Main CL 4081612. Licensee states: Based on a quick inspection of the code, it seems FVectorFieldVisualizationVertexFactory::ShouldCache() returns false (req ...
Many landscape apps have the long side on the left side down, but UE4 defaults to the lower long side on the right side. I thought it would be nice to have an option to change the default orientati ...
While investigating [Link Removed], I have found that GLSLBackend always automatically generates render target location indices, regardless of user-specified ones via SV_TargetX HLSL semantics. Rel ...
It is not possible to edit the properties in the Details panel inside the Blueprint editor for a component inherited from the parent code class, if the default subobject for that component was creat ...
Add an option to the Change Component Size tool to distribute the newly created components into separate streaming levels based on a user-specified components-per-level value. It should create the s ...
amendment void APlayerController::OnNetCleanup(UNetConnection* Connection) { UWorld* World = GetWorld(); // destroy the PC that was waiting for a swap, if it exists if (World != NULL) ...