Licensee reports performance issues with ULevelStreaming::GetWorldAssetPackageFName, repeatedly constructing an FName for every sublevel. Should cache this. ...
"Files need check-out!" dialog no longer appears when you begin to modify an asset that is not checked out. Setting is enabled by default: [Image Removed] But message doesn't appear if you, for e ...
If there is a file in the content browser that is exclusively checked out by another user, if you right click on only that file, you cannot check it out because there is no "check out" option displa ...
Create an actor blueprint with a public variable that is an array of Text & compile itCreate an instance of the blueprint in the worldAdd several text items to the arrayApply instance changes to the b ...
Duplicate slots are being created automatically under the Default Group in the AnimSlotManager. This is causing some problems because it replaces the originally created slot with the duplicate in t ...
If an asset file is checked out / edited in source control and checked back in, others will see the yellow exclamation mark to indicate that there is an update to the asset but choosing to sync does ...
If a game is run in the standalone editor and the FPS drops to ~20-30 FPS, pressing an event such as LMB and returning the mouse position on tick will cause the tick to jump inconsistently. Note: ...
The Bolts library is not correctly linked in its Build.cs file. The Build.cs file contains the following line with an incorrect file name: PublicAdditionalShadowFiles.Add(LibDir + "/Bolts.a"); The ...
Attempting to spawn a copy of an actor that has components that were added to an instance of that actor in the level causes a crash. Spawning the actor without adding additional components to the in ...
Regression: In UE4.10, the border that now occurs around New Editor Window causes window to extend beyond native screen resolution designated in Editor Preferences causing the window to 1) Not be ce ...