Edit MattK: Not reproducible yet If the editor is open and used for a long period of time without being closed, it stores memory use. After building up a significant amount of resources building us ...
It looks like the BuildEditorAndTools script is no longer copying the (pre-existing in perforce) files from //UE4/Dev-Core/Engine/Binaries/Win64/ to the output LocalBuilds directory, which means the ...
Since SetActorLabel does not correspond to packages, cook wants errors or warnings. ...
Streaming an existing level that used World Composition places the landscapes in the correct spot, but any foliage tied to that landscape is placed on the landscape tile at 0,0 instead of its corres ...
4.22 is working On Mobile sometimes Modulated Shadow is useful for Cast custom color and value Shadows on Unlit objects(custom celshading for example) ...
Crash when we restore metadata after re-importing a skeletalmesh. ...
From a developer: If the same key is mapped to N action events all the mapped events fire N times. This issue only exists with the OpenXR plugin enabled and does not occur for any keyboard/mouse i ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...
When closing a PIE viewport, we write the size back to the New Viewport Resolution setting in case the window was resized during play. However, we do not account for the window border, and write bac ...
The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...