When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...
ComponentSweepMulti does not return the correct location of colliders if the component that is passed in has been rotated at all. The actual collision on the object in the game will be correct. ...
Synced the code on Windows and transfered to Mac, the file PVRTexToolCLI lost its executable permission bits... UE4 couldn't run the tool, but carried on processing anyway, processing invalid textur ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...
Attempting to create a local binary build of the Engine for the iOS platform using BuildGraph is currently failing. While trying to build UHT for Mac using a remote build, the build fails because it ...
In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...
Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level. The licensee has encountered this in Unreal 5.4 and ...
Updating Visual Studio 2015 to Update 3 prevents code projects from compiling / creating new code projects ...