The WITH_EDITORONLY_DATA preprocessor definition is not included in the list of definitions for a new project, or the UE4 solution. ...
When a mesh is declared in a custom component class and that component is added to an actor class, compiling a blueprint based on the actor class will cause the mesh set in the component to vanish i ...
When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The mem ...
Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corne ...
This is not reproduced in Shadow Color section. Since ShadowColorAndOpacity is FLenearColor and ColorAndOpacity is FSlateColor, this prevents adding new keys in ColorPropertyTrackEditor.cpp FColo ...
LODs appear differently in each eye in VR when on the edge of a distance where the LODs would change. It appears that the Distance that is used to determine what level of detail an object should be ...
Nav Link Components are not respecting transform changes inside of the blueprint's viewport. They will always originate from the Actor's origin point. ...
The Editor on Mac does not recognize plugins that are added to a code project via symlink (the plugin code is located somewhere other than in the project's Plugins folder). Xcode properly recognizes ...
Assert crashes Editor in the GC system during packaging due to USoundWave assets not being configured for GC clustering. Disabling GC clustering in project settings is a workaround, but the fix is ...
In-app purchases do not seem to be working properly in Unreal Match 3 or other games ...