Typo in UEDeployIOS.cs assigns the iPad launch images incorrectly ...
If you import a static mesh with no setup lightmap and uncheck the option for Generate lightmap UV so that only the UV Channel 0 is present. When you use the Merge Actor tool with a single one of th ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Assertion failed: IsValid() [Link Removed] [Line: 780] Source Context: 1873 ...
Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...
The row selection doesn't update on the first click if the previously selected row had been modified. This is likely because we cache the selected row before updating the data table to reflect the n ...
Implementing an interface that contains const functions and later attempting to change these functions to be non-const does not update the status of the functions inside of the actor they are implem ...
If you have socket locators parented to the mesh in Maya and you have a Y-Up environment, the sockets will import to UE4 with an incorrect orientation. See attached images. ...
At line 610 in Linker.cpp, the following declaration is made:UPackage* FilenamePkg = (ExistingPackage ? ExistingPackage : CreatePackage(nullptr, *PackageNameToCreate)); if (FilenamePkg != Exis ...
On line 300 of PropertyStruct.cpp, there is the following if check:if ((Struct->StructFlags & STRUCT_SerializeFromMismatchedTag) && (Tag.Type != NAME_StructProperty || (Tag.StructName != Struct->Get ...
On line #1301 in ScriptCore.cpp, there is the following if statement:if (Function->FunctionFlags & FUNC_Native) { Function->Invoke(this, NewStack, ReturnValueAdress); } else { Fu ...