When calling a post process blendable to the screen using the CameraVectorWS input data, only the geometry is effected and not the screen space. Note I sent an email out about this issue, and it ha ...
Creating a second Strategy Game project, and leaving it as the default name (StrategyGame2) will prevent it from being compiled. The compile fails because the files are not properly renamed to match ...
After importing a Static Mesh, if you alter any build settings and apply changes, on the next opening of the Project you will not be able to reimport the asset changed. You will have to retarget th ...
Project debug symbols are not appearing in crash reports in 4.8. In 4.7.6, these symbols would be included in the crash reports, but in 4.8 these lines have no information other than the project nam ...
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 ...
Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...
World Outliner selection does not update transform widget location during play. This issue can be easily fixed simply by reselecting the object, this issue only affects the first time the object is ...
The logic in the AssetManager to determine if a scanned Blueprint should be added to the primary asset directory is wrong if that blueprint has an active redirect targeting it. The simplest way to r ...
This is a trending Mac crash coming out of the 4.18 previews. Most of the project titles experiencing this crash mention "AR" It is the exact same callstack and crashgroup as [Link Removed], but th ...
We are not reading all the key flags and we do not import correctly start key and end key tangent. I create a shelve but this is not the complete fix, we must do this only if we do not have fbx ket ...