Setting the standalone window size does not seem to have any effect, and using the -fullscreen parameter does not display the window in fullscreen. Setting the Standalone Window Size to 1920x1080 a ...
If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
When you add a Destructible Mesh to a Destructible Mesh Component inside of a blueprint, the viewport is not updated with the new mesh. If you add the blueprint to the level and then open the bluepr ...
When using a Shooter Team Start to set up team spawns in Shooter Game, enabling the Not for Bots, Not for Players, or the Spawn Team options don't seem to have an effect, as both the players and bot ...
Vignette seems to be being applied to the entire frame instead of each eye in stereoscopic, creating a really strange effect in your peripherals when viewed through a HMD. Can also see this effect i ...
When debugging a blueprint using breakpoints, if you click the Resume button while you have Get World Delta Seconds running on tick, it will always return a maximum clamped value of .4 seconds (or l ...
The Move Directly Toward task does not seem to be working without a Nav Mesh in the level. Based on the tooltip "moves directly to the target without regard to any navigation system", it is expected ...
Garbage Collection is causing noticeable hitches on whatever interval it is run on. This is noticeable in the UE4 Profiler, as you will see a spike every X amount of seconds, depending on how often ...
The editor crashes when moving a child actor component in the blueprint viewport. This has not been reproduced in a clean project, and only seems to be occurring in the user project where they have ...
When forward rendering is enabled along with Mesh Distance Fields if you go to visualize Distance Field AO in the main viewport the editor will crash. This only affects the Forward Render and works ...