The stems from a really old change (CL 2948683) to fix [Link Removed]. Compiling ObjectA will call RefreshExternalBlueprintDependencyNodes on its dependent BP, ObjectB_ReferencesA, which reconstru ...
Another thread: https://answers.unrealengine.com/questions/241358/amd-cpu-very-low-performance-because-ixaudio2sourc.html Note: This not a regression and has existed since our first implementation ...
When you have the mouse cursor set to show in game, if you use shift+f1 to unlock the mouse, eject, and then attempt to click and move an actor using the transform gizmo, you are unable to do so. S ...
Auto-weld is Enabled even if the blueprint component is set to Simulate. This only effects blueprint, static mesh actors in the world still disable Auto-weld if set to Simulate. This is a Regressio ...
The collision mesh and the display mesh are often similar enough to be difficult to differentiate, and there is currently no way to view the collision wireframe without the display wireframe as well ...
I ran into this while looking to verify [Link Removed] at CL 3355923. I logged the issue I was verifying the fix for last night and have not updated anything locally, so the "OpenGL 4.3 not supporte ...
In accordance with CL-9139422 of [Link Removed], the SkeletalMesh ImportedBounds does not have an Extend operation. However, SBasePoseViewport, the UI for retagettes, continues to use ImportedBounds ...
From the UDN: > Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...
It seems like WriteFileList (TempStorage.cs) is not respecting the enginePath as set from horde context. _localDir in TempStorage.cs seems to be based off of the RootDir (details here). Proposed ...
A user reported an issue where the cones that represent angular constraints in the PHAT editor are not rendered if Separate Translucency is disabled. This may be related to another issue with Separa ...