When attempting to apply torque to a ragdolled skeletal mesh, nothing happens, regardless of the value used. Applying an impulse works as expected, but adding torque seems to have no effect. Found ...
Setting the Emitter Time module with an emitter that is not set to loop will result in an incorrect render of the particles past the emitter duration. Emitter Duration set to 3 seconds:[Image Remov ...
Crash Reporter: [Link Removed] In a Blend Space 1D, setting the minimum value to any variable other than zero then applying and saving results in the editor crashing. Since being labeled "fixed," ...
When attempting to build the Minidump Diagnostics project from the UE4 source, it will fail if you're using Visual Studio 2015 Update 2. Please note that this does not occur in the base VS2015 or wi ...
Struct in Object class will not populate if struct pin split on "Construct Object from Class" node. This does not appear to happen to other variable types. Workaround Do not split the struct pin, ...
During runtime, the red coin in Stand 1.7 on the Blueprints_Overview map of Content Examples should emit a large spark particle system 5 times. While investigating, I tried disabling "Use Fixed Rel ...
A change was made to AActor.GetComponents which appends the results instead of resetting the output array. This seems to only impact 2 places in the code, and has a big side effect in the texture st ...
When we do the refactor for MeshDescription we miss the staticmesh reduction project settings option and change only the quadric reduction. There are two possible fixes for this issue: 1. Implemen ...
Render target materials display as black on mobile VR when Mobile Multi-View is enabled. Also confirmed with LDR capture source. User also reports issues with scene depth (potentially fixed with [ ...
Because the OnlineSubsystemGoogle for iOS use old GoogleSigninSDK(Ver4.x), when uploading the iOS build to AppStoreConnect, ITMS-90809 (using a deprecated UIWebView) will be issued. To fix this, we ...