Upgrading a code project created in a binary Engine version to an Engine built from source code results in the solution configuration and solution platform in Visual Studio being set to Debug and Wi ...
In the Level Editor's "File" menu, there is a "Favorite Levels" list, which is persisted in the config file "EditorPerProjectUserSettings.ini" under section "[FavoriteFiles]". Manually editing this ...
If you adding entries to a TMap in a custom asset type in the content browser, after a certain number of entries the last entry fails to be found with the "find" function for TMaps in blueprints, ev ...
Spline Mesh Components lose their collision in a packaged game when spawning them at runtime, or modifying them via 'Set Start and End' function at runtime. ...
From https://github.com/Oculus-VR/UnrealEngine/issues/60#issuecomment-544537005 UOculusNetDriver::LowLevelSend was modified to take an FInternetAddr pointer instead of an FString (due to the same c ...
Virtual loops continue to be displayed in Audio Insights even after the sound has stopped being active for certain cases. This also occurs when stopping PIE while a sound is virtual. The sound will ...
Something in the way that live coding interacts with the test system, or how the tests are loaded at startup and initialized, isn't quite matching up. ...
AActor::WasRecentlyRendered() and UPrimitiveComponent::GetLastRenderTimeOnScreen() both still trigger when a skeletal mesh (occluded behind a wall) re-enters the player's view frustum after being ou ...
VOIP has a limited amount of concurrent clients talking before packets start to get dropped. ...