Launch on is failing for tvOS from mac. Launch on from Windows works fine and manually selecting the correct mobile provison works as well ...
When doing overlap tests in PrimitiveComponent, UWorld->ComponentOverlapMulti is used. The callstack for that ends up looking like this (callstack is inverted, highest level on top): UWorld::Compo ...
The Point Light Stationary displays reveal a shadow jitter when viewed at a distance. Comparatively the other lighting displays do not have the same result when viewed from a distance. This appears ...
Widget Blueprint no longer has "Preview Background" feature in 4.13. This is misleading since the documentation mentions to use this in the workflow here: https://docs.unrealengine.com/latest/INT/En ...
When dragging and dropping a function into a graph the action will not be added to the undo filter because of this undoing after dragging the function into the graph causes the node to change instea ...
Tessellated objects when viewed from afar flicker. When spawned into QA-Materials the player is the perfect distance away from the tessellated object for the cube to flicker. Found in both Binary 4 ...
The issue seems to have a few parts. First, active events don't persist between frames. Instead, a new active list is created each frame and diffed against the previous frame. Added events have Beg ...
When the USplineComponent::GetDistanceAlongSplineAtSplinePoint() function is called, the value returned is not accurate if the point approaches the range of 0 - 10 % or 90-100% of the spline. ...
When editing a Static function from a Blueprint Function Library, any blueprints that have already had it added are unable to be saved. This can be worked around by removing the node and adding it a ...