If static mesh's material slot's cast shadow is changed, UE4 does not show "LIGHTING NEEDS TO BE REBUILT". I solved it with the following fixes. StaticMeshEditorTools.cpp void FMeshSectionSettin ...
Enabling the "Force all skinned meshes to recompute tangents" sets the value at a Windows user level so that it affects all UE4 projects opened by that user, including unrelated packaged projects. T ...
After editing character blueprint of a code based side scroller project, starting PIE will show the camera detached from the character and exiting PIE causes the project to crash. NOTE: This appear ...
After editing character blueprint of a code based side scroller project, starting PIE will show the camera detached from the character and exiting PIE causes the project to crash. NOTE: This appear ...
Several unnecessary files seem to have found their way into the Perforce depot and need to be cleaned up. Affected files:Engine/Documentation/Source/Engine/Matinee/HowTo/MHT_3/Images/MHT#_Drag_In_C ...
There is an odd issue occurring when the world origin is changed, changing the world origin causes the foliage to cull in unexpectred ways. The issue can be solved by using the console command "r.Al ...
This is a common 4.18 crash. Users have not provided any description of their actions when the crash occurred. Source Context 2286 void AInstancedFoliageActor::PreEditUndo() 2287 { ...
In 4.18, Buffer Visualization Modes appear very similar to their representation in Buffer Overview. In 4.19 and Main (CL 4008322) the results are very blown out. Similar issue reported in [Link Remo ...
This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...
Widgets called to the Viewport with Fullscreen enabled, will eventually cause artifacts to appear on the edges/borders of the screen. There is currently a forums post with multiple users reporting ...