Ad banner is displayed incorrectly on Android 7.0 devices

UE - Platform - Mobile - Feb 24, 2017

GameActivity.java needs to be updated to show the ad popup window on Android 7.0 devices. GameActivity.java uses Gravity.BOTTOM or Gravity.TOP to place the ad. One thing to try would be to edit ...

APEX Plugin - Destructible Mesh creation no longer creates/assigns Mesh Material

UE - Simulation - Physics - Destruction - Dec 19, 2018

Destructible mesh material creation no longer creates/assigns DM array element with material from mesh. Workaround: Assign material manually after creating Destructible mesh Confirmed in MAIN @ CL ...

Custom Component class does not show up in Add Component list

UE - Gameplay - Blueprint - Mar 5, 2015

Creating a code component class and marking the UCLASS() macro with meta=(BlueprintSpawnableComponent) does not allow the component to be used inside blueprints. Workaround: Adding ClassGroup=( [Gr ...

DetourCrowdAIController Using Incorrect Nav Agent

UE - AI - May 22, 2017

Pawns using a DetourCrowdAIController do not appear to be using the correct Nav Agent when attempting to move. Setting the AI Controller class to a normal AI Controller allows it to complete the s ...

Some features in the Post Process have stopped working in this instance

UE - Graphics Features - Feb 6, 2015

Post processing has stopped working for the majority of features in the settings. attached: Project download: [Link Removed] ...

Sequencer asset in QAGame doesn't cook deterministically

UE - Foundation - Core - Cooker - May 11, 2017

A Level Sequence in QAGame doesn't cook deterministically, and is always included in patches. Possibly related to [Link Removed] ...

Maps in QAGame don't cook Deterministically

UE - Foundation - Core - Cooker - May 11, 2017

Some maps in QAGame don't cook deterministically, so are always included in patches. ...

Some Textures don't cook deterministically in QAGame

UE - Foundation - Core - Cooker - May 11, 2017

Some textures don't cook deterministically in QAGame, and are thus always included in patches. Potentially related to [Link Removed], unsure if that texture compression is used for these assets. T ...

Crash when naming function parameter 'none'

UE - Gameplay - Blueprint - Aug 23, 2018

Naming a parameter "none" will cause crash on compile. Asset may not be able to be reopened. Also confirmed in Main CL 4309299 ...

Creating a new C++ Basic Code Project, based upon a deleted With Starter Content enabled

Tools - Feb 28, 2019

Upon creating a new C++ Project called "MyProject" with starter content enabled, if you delete the project folder from the finder, then re-create a new C++ Project under the same name "MyProject" wi ...