Several users have reported crashes when attempting to open the OculusVRDarts game we offer in our [Link Removed] Instead of allowing the engine to crash, we should handle this issue gracefully and ...
This will only repro when connected to source control ...
The networking system has a max frame rate of 120hz by default. Inside UNetConnection::Tick it computes an estimated bandwidth by using that max frame rate, the engine's max frame rate, and the actu ...
Editor can assert when changing the signature of an editor authored Blueprint Library Function (FuncA) if that function is called from a Blueprint Library Function (FuncB) via an actor's constructio ...
https://udn.unrealengine.com/questions/600810/index.html Scale keys on additive anims behaves differently than other transform components. ...
If the user creates an array parameter on a custom event node by connecting a pin to it, a persistent node will appear on the node that cannot be cleared. This only occurs if the param is created b ...
Multiplayer Preview in VR is not useful because HMD input is routed to all players. ...
This was reported in a UDN. Jeremy M. originally pointed out that the stepping looks to be caused by high res geometry sampling a low res heightmap. Additional observations:Loading the tile in w ...
A Parameterized Vector4 are being treated as Float3. This prevents users from being able to use Vector4s in an If node during runtime. This is seen as far back as //UE4/Release4.22 cl 8065155 so th ...
The engine does not free the LevelRenderAssetManagers array elements in FRenderAssetStreamingManager when changing lighting scenarios. Following code can avoid this issue. void FRenderAssetStre ...