When the Metal Desktop-Forward Renderer option is enabled for a project using the ARKit, the camera input does not appear to be displayed as the background for the app. The background remains black, ...
Problem description: When the Third Person Character gets attached to any other Actor (AttachToActor, Rule: Keep World), from the view of other clients the character (capsule, skeletal mesh) is out ...
Enabling the "Enable Details Panel Favorites" experimental setting causes some details that were not previously shown to appear. In version 4.18 and onward, it also causes these new details to have ...
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 ...
A variable with an actor reference that is owned by an actor component will lose it's reference if the actor that it is applied to is compiled. ...
Attempting to bind an event to OnPerceptionUpdated results in an error in Blueprints. It seems that this is caused by the TArray in the function signature not being a constant reference. Current co ...
Cable Component wildly swings around when the World Origin is shifted. Standard physics object are not effected. ...
We are currently experiencing an issue where skeletal mesh vertex colors are different on certain mobile devices. What we see is the following:Red and Blue channels are swapped.It occurs consistent ...
Calling RegisterComponent in the PreInitializeComponents of an Actor will cause child components of its components to be ignored because the Actor is still being initialized. My understanding is tha ...
A user has reported that using a GameplayTagContainer can cause a packaged build to crash when EDL is enabled in certain cases. In this case, if the base C++ class that includes this GameplayTagCont ...