We are supporting a few controller on Mac (they can be seen in HIDInputInterface.cpp) but since Catalina it is possible to use the same GameController API as in iOS. This is an important feature fo ...
The debug render collision for spline mesh components using a mesh with complex collision is incorrect and is not updated to reflect changes in the mesh's deformation. The collision response itself, ...
The problem is that the camera is evaluated when the sequencer is played, but the animation does not seem to play properly. It seems that the licensee found this problem when implementing it in C++, ...
If Auto Scroll is enabled, event track can't trigger, so events may not fire. The frame numbers appear to be duplicated. Especially noticeable when the [View Range End Time] is small value (Working ...
There are inconsistencies with how the inherited body + bodies of a skeletal mesh are treated across the various inherited/overridden primitive component functions, and their multi-body forms. For ...
The correct behavior should be that NewFunction_0 is opened in a new tab if not already open, otherwise double-clicking the search result should navigate to the tab in which the graph is already ope ...
UserDefinedEnum variables in UserDefinedStructs aren't properly updated when the enumerations are reordered. FEnumEditorUtils::BroadcastChanges fixes up Blueprints but not UserDefinedStructs. ...
After reordering, if you hover over the "Component Blueprint B" entry, the object path indicates that it's incorrectly referencing a transient object. This is why GetWorld() now returns NULL and the ...
This file can be used if you have enabled the Apple Pro Res Media plug-in. This can be played when RHI is set to DirectX 11, but not when changed to 12. The file being played is a ProRes 4444 vide ...