Looks like the pass count check for assigning the fast vram flag is wrong when looking for a pooled render target and always discards the first found RT when making multiple passes. Code should like ...
The log2 function does not exist in libc.so on older Android. Using FMath::Log2 instead solves the issue. ...
Gameplay Tag Re-directories are not updating properly with nodes. Specific nodes include: "Make literal gameplay tag" and Switch on gameplay tag. Versions Tested: 4.15.3 - CL: 3450819 4.16.2 - CL: ...
Android / iOS build failed when using subclass(C++) of UGlobalEditorUtilityBase. I had already confirm that the error doesn't occur when subclass(BP) of UGlobalEditorUtilityBase. I suggest that we ...
If static mesh's material slot's cast shadow is changed, UE4 does not show "LIGHTING NEEDS TO BE REBUILT". I solved it with the following fixes. StaticMeshEditorTools.cpp void FMeshSectionSettin ...
The MRMeshComponent is a derived component class that should have a call to Super being made, yet there isn't one. ...
When tapping on a button with a touch monitor, it is registered as two inputs. There was an issue on win7 where touch inputs were counted as touches and clicks. This seems to be the same issue on wi ...
Add an option to the Change Component Size tool to distribute the newly created components into separate streaming levels based on a user-specified components-per-level value. It should create the s ...
This issue is regression because it doesn't reproduce 4.18.3. Default level is just the level to move. Demorec level runs demorec command with beginplay and has one replicated variable. UEditorEn ...
This issue is regression. It don't occur with 4.18.3. Sequencer behavior differs between PIE and package build. As shown by the attached .png, in PIE one character moves, but in package build it ap ...