If the delay to begin printing the log to the window is too long, some of the logging can be thrown out. This issue does not occur with Android Device Output log UPDATE1: The last time I reproduce ...
When selecting actors in the scene they get filled with an orange color rather than the typical orange outline. This is unrelated to the setting "Selection Highlight Intensity" as the bug will sti ...
When applying a second material to a Destructible Mesh it does not texture the chunks of the fractured mesh. The chunks remain the same as base color of the Destructible Mesh. This is issue was re ...
A texture can be toggled between virtual texture and regular texture using the Convert to virtual texture/regular texture tool in the texture asset context menu. This updates referencing materials t ...
This issue has been reported by two different users with very similar circumstances: Both report the editor freezing when trying to compile UE4.10 C++ Projects running Mac OSX 10.11.1 if no audio i ...
If a code project is created in an Engine built from source code, and then it is switched to use a binary Engine installed by the Launcher, building the project in Visual Studio will result in numer ...
Came across a few oddities with draw debug. DrawDebugSolidBox ignores the DepthPriority parameter and appears to always draw in World. In the screenshot the sphere is drawn on top of the mesh, the ...
Request for 'Switch on Int' nodes to throw a warning or auto refresh if an execute pin is removed. For example: If the 0 pin is deleted, users may not realize the pins will reset back to (0,1,2,3,e ...
If sublevels containing multiple reflection captures are loaded in consecutive ticks and the execution timing of UpdateMaxCubemaps on rendering thread is delayed, UpdateAllReflectionCaptures will be ...
I saw a following assertion. Assertion failed: (AdditivePoses.Num() > 0) || (NonAdditivePoses.Num() > 0) [Link Removed] [Line: 1381] This is my quick fix// code placeholder void FAnimInstance ...