A plugin created in 4.19 automatically includes an entry for the plugin's Public directory in the PublicIncludePaths array in the Plugin.Build.cs file. Plugins created in 4.20 no longer automaticall ...
If you have a mesh with a rotated box in its simple collision primitives, that box won't be in the correct position if you scale the mesh by -1. This issue was reported in 4.20 (CL-4212847) and rep ...
Webbrowser in Mobile devices gets most higher zorder in UMG. This is, as I belive, expected since it is running in native functions. But to meet behaviors in PC, making it to follow given zorder see ...
Licensee seems to add a Toggle track by default when adding ParticleSystem to the sequencer.Correct toggle track image.[Link Removed] ...
When the scale of a mesh is changed on the Server, the collision change of that mesh is not replicated properly to clients, resulting in the collision being different between the server and client. ...
It is not possible to debug a project in the Editor if the project's Editor target uses a unique target build environment. When attempting to debug, Visual Studio looks for UE4Editor.exe, when it sh ...
This issue doesn't occur on iOS using the same project. This occurred on all the devices tested, which were: Galaxy S6 (SM-G920F), v6.0, Mali T760MP8 Galaxy S7 (SM-G930V), v7.0, Adreno 530 Galaxy S ...
Attempting to create an installed build of the Engine for Windows using BuildGraph currently fails when the process attempts to copy some Linux files to the installed build. This appears to be due t ...
It seems like the animation fbx exporter is broken. The mesh is exported just fine and can be imported in any application without issue. As soon as the animation is exported the mesh becomes broken ...
Multiple mouse samples per frame are causing this to happen. code needs to be moved to tick ...