OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...
User report: I want to run iOS shaders with half precision floats as I do on Android. If I disable Force 32 bits Floating Point Precision, there are unfortunately a bunch of shader compilation error ...
Movie play in iOS is laggy and crashes in some movie. This issue seems to be happening when the movie is played in umg widget. Tested in 4.14.3 4.15 Dev_Mobile Latest as of 2/24 Original UDN post ...
Crash while closing Create Blank New Blueprint window after attempting to name blueprint the same name as another blueprint. This crash only occurs when attempting to close the window using the "X" ...
There is an issue where you cannot specify a specific location for a windowed packaged game when using a command line to open the project, the project will move to that position for a brief moment b ...
If static mesh's material slot's cast shadow is changed, UE4 does not show "LIGHTING NEEDS TO BE REBUILT". I solved it with the following fixes. StaticMeshEditorTools.cpp void FMeshSectionSettin ...
BlockingVolume is not working once packaged while using the Frozen Core map from Infinity Blade: Ice Lands. BlockingVolume is working if you manually add it to Infinity Blade: Ice Lands. This has be ...
If the user uses a draw material simple in the HUD blueprint and then boots up VR the material appears to be offset. In this case the material is supposed to be fullscreen. However, it only covers a ...
Hidden shadows aren't rendered when ray tracing is enabled. Found in 4.25 Preview 2 CL#12055273 Reproduced in 4.23.1 CL#9631420, 4.24.3 CL#11590370, 4.26 Main CL#12123513 ...
There is a discrepancy when inspecting Substrate materials in the Lumen Performance Overview. Compared to viewing non-Substrate materials the overview show all surfaces in red indicating that Lumen ...