When you are using a Custom Widget, changing the cursor setting does not change cursor during PIE or packaged games. only changing the cursor options in the original widget fixes the issue. This iss ...
Enabling bShareMaterialShaderCode breaks memory tracking and wastes memory due to issues in ShaderCodeLibrary. It is also worth noting that after cooking with bShareMaterialShaderCode enabled causes ...
Black-screen when mobile-multi view is enabled in 4.23 preview. Also confirmed on Oculus Go. +Occuring in 4.24 MAIN @ CL 7436536 Sidenote: In all tested engine versions - when enabling/disabin ...
Unreal doesn't change appearance when changing system configuration display scaling options. Editor Texts are still quite small and don't change based on the Display Scaling %. This bug also causes ...
Placed Editor Utility Base was recently deprecated and users who require the functionality of ticking in the editor are unable to use "Editor Utility Actor" or "Editor Utility Widget." A couple of u ...
UDN ask to control mesh materials in python script. The API is public but not expose. I suggest to add functionalities to the editor scripting utilities plugin for both static and skeletal meshes. ...
In Simulate or PIE it is not possible to see any Navmesh Volumes past the 1st in a multi-navmesh setup. Any Nav Volumes after the 1st need to have the 1st one enabled for them to be drawn in the Lev ...
When playing a replay with DemoPlayTImeDilation set to 5, and jumping around the timeline using GotoTimeInSeconds(), the play back can break, with game actors freezing and violently shaking. It seem ...
When MobileHDR is disabled in a packaged AR project for iOS there is a big constrast with the brightness in the image and constant screen tearing. This is happening specifically with images captured ...
This is caused by FLightmassMaterialProxy doesn't have GetStaticParameterSet() function. (FMaterial::GetStaticParameterSet() is called.) It can be fixed by adding the following function to FLightma ...