Even if we support double precision numbers at core, it's impossible to enter a small number in the numeric fields. It makes sense for floats and avoids bloating the UI, but I remember a discussio ...
When using World Support or Asset Defined Support on a Destructible mesh that is spawned in, if the static world geometry is spawned in after the DM it will not be supported. However, if the static ...
The editor silently ignores in put from the user when trying to uncheck the setting "Support armv7" (when this setting is the only one checked between the options of support armv7 and support armv64 ...
Add an item to Project Settings, Android, "Support 16 Texture Samplers on ES2". The bBuildForES2 flag must be enabled for this setting to be active. The tooltip should read "Allow 16 texture samp ...
With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...
I had a game that needed to generate hundreds of thousands of random numbers. (I was using the Blueprint "Random Float" node). There were a ton of 0.0 values generated, many more than any other n ...
Using the same import settings in UE4.8 and UE4.9 will result in a different number of frames of an animation being imported from the same FBX file. If you import the same fbx animation which in M ...
When generating a random number using FMath::RandHelper() in the constructor of an actor, attempting to print that same number on BeginPlay returns a different value than the constructor. However, ...
When naming assets in the Content browser, If you include a number within the name, as long as the name is the same as other Assets, the numbers will not be shown in ascending order. Included 2 ph ...
Attempting to build a local binary engine from a source engine will fail when iOS support is enabled in the setup process. Command line argument (ran from Engine/Build/BatchFiles folder location): ...