The stationary light overlap view mode doesn't work properly in the forward renderer. Everything gets a red highlight making it impossible to see overlap. Images attached. ...
FMaterialUtilities::ExportMaterialProperty doesn't take into account any noise expression nodes in the material when outputting the FColor array. ...
When closing ShooterGame on an iOS device, the application crashes due to "exhausting the real time allowance of 5.00 seconds". This issue is NOT a regression for //UE4/Dev-Networking as it is also ...
When rebuilding a single HLOD proxy mesh in a world composition level that has many, the other proxy meshes will be marked as unbuilt and removed from the HLOD asset package. ...
Particles using the Velocity Over Life Module with extremely high values are behaving erratically without Local Space turned on and with Local Space turned on you can not rotate the particle system ...
If The user is using an anchor that is not the top left and then changes the pivot of a widget component the result is a 3D widget that has an offset origin making it very difficult to interact with ...
Using Forward rendering, directional light settings persist across levels and after deletion. Video attached, shows problem in Dev-VR but same issue occurs in Release-4.20 ...
PlayStandaloneLocalPc is used when user launches Standalone Game from editor, which loads the .uproject from UE4Editor in Engine binaries instead of loading project from project binaries. ...
FCEFWebBrowserWindow::OnKeyDown() InternalCefBrowser->GetHost()->SendKeyEvent(KeyEvent); is processed on the UE4 GameThread, inside the Chromium Embedded Framework (CEF) it appears to call a syst ...