Add ENGINE_API to FPhysScene::AddPendingSleepingEvent and FPhysScene::AddPendingOnConstraintBreak. Useful when overriding FPhysXSimEventCallback via FPhysScene::SimEventCallbackFactory. ...
The original reported behavior called out that filling individual channels did not apply to LODs when LOD Model Painting = False. With changes implemented in 4627582, the initial fill will reach LOD ...
This problem seems to stop at Check in HLSLMaterialTranslator.h. If the same value is entered in MCT_Float and MCT_Float4, it branches to True with IsIdentical, but it seems that a problem has occur ...
RPCs called on actors force a channel to be opened and the actor to be replicated at least once. If the RPC is called on a new replicated component while the actor channel is already open, but the ...
When the Editor grid is enabled, it draws over the wireframe objects. This is especially clear in orthographic views where the grid completely obscures wireframe lines aligned to the grid placement. ...
When creating a local binary build of the Engine using the BuildGraph, there are several tools that are built for Win32 even if Win32 was specifically excluded from the BuildGraph (ie. -set:WithWin3 ...
"have had to modify UAnimNotifyState_TimedParticleEffect in order to subclass it. I added 'ENGINE_API' and removed 'MinimalAPI'. I also needed to move 'ValidateParameters' from 'private' to 'protect ...
This particular decal is animated and has a Translucent decal blend mode This occurs on both iPhone 8 and 8 Plus (11.0.2) It does not occur on: iPhone SE, iOS 11 beta1 iPhone 7 Plus, iOS 10.3.2 ...
After opens the preloaded level using Asset Manager, opening another level before unloading the level will crash. Because AssetManager holds FStreamableHandle of the level, garbage collection is no ...
The tool tip for On Text Changed for a text box appears to imply that only user interactivity will cause the event to fire (this is not the case). ...