[Feature Request] Add option preventing double startup for desktop platforms

UE - CoreTech - Jun 10, 2021

In release versions of desktop applications, various issues (such as double login) may require implementation to prevent double startup. In order to implement this feature, each developer need to mo ...

bUseAsOccluder not taking effect when prepass is disabled

UE - Rendering - Architecture - May 25, 2021

See the licensee discussion for details discussed with [Link Removed] ...

Placing WaterBody makes sub-levels that should have no effect dirty

UE - Graphics Tools - Terrain - Water - Mar 30, 2021

This issue occurs when using the Landscape Streaming Proxy. ...

Inversing the scale of a skeletal mesh when it's simulating physics results in the mesh and collision being flipped

UE - Simulation - Core - Mar 18, 2021

The attached project has 3 skeletal meshes. One with its original transform and then 2 copies with an inversed scale in the X axis for one and the Y axis for the other. When pressing play, the meshe ...

SpeedTree velocities broken

UE - Rendering - Graphics Features - Mar 18, 2021

Second controller input doesn't work setting client mode on PIE.

UE - Gameplay - Input - Feb 3, 2021

When two controllers connected, player2 input is disabled in client mode in PIE. It worked correctly in 4.25, but it has been wrong since 4.26.  Digging into FSlateApplication::ProcessKeyDownEve ...

BuildPatchTool doesn't finish if enabled building Http Chunk on Mac

Portal - Jan 25, 2021

We may fix this issue by the following codes. FPakPlatformFile::FPakPlatformFile(): LowerLevel(NULL) ,bSigned(false) { // remove //FCoreDelegates::GetRegisterEncryptionKeyMulticas ...

Landscape grass ignores the scale of the parent actors

UE - Graphics Tools - Terrain - Landscape - Nov 11, 2020

DrawScale = Landscape->GetRootComponent()->GetRelativeScale3D(); ↓ DrawScale = Landscape->GetActorScale3D(); Changing as above will solve the problem. Output log displays this warning: LogPhysic ...

Shader Complexity not working correctly on Deferred Decals

UE - Rendering - Graphics Features - Sep 3, 2020

If you place a deferred decal in the world and then set the view mode of the viewport to "Shader Complexity", the decal doesn't affect the complexity value. ...

ObjectScale node in the material editor does not work with decals

UE - Rendering - Architecture - Aug 19, 2020

The ObjectScale node does not output the correct values in the material editor. This method works to tile images with a Surface Material Domain on a basic plane, but does not work when using it with ...