When Having a SkeletalMesh or Static Mesh, you can control Material Parameters directly. Something like that is missing for Post Process Materials. Matinee had a generic Float or Vector Track.If Se ...
From UDN: [Link Removed] Proposed fix: int32 FHLSLMaterialTranslator::TextureParameter(FName ParameterName, UTexture* InDefaultValue, int32& TextureReferenceIndex, EMaterialSamplerType SamplerType ...
Class "FBlueprintEditor" has several inline getter methods as part of its public API (e.g. GetPreviewActor() and GetPreviewScene()). However, even though they are public, those methods are inaccessi ...
A Client connected to a Server that then destroys the session and rejoins will be disconnected after a short time. Unable to reproduce in a new project, however this has been reported multiple times ...
Using tessellation on Landscapes causes a greater impact in performance than what is expected. In the screenshots provided there is a comparison between tessellation disabled and flat tessellation ...
This is a common crash in the 4.16 release. The callstack is similar to [Link Removed], but that was fixed in 4.16.2 while this crash still occurs. Users have not provided any additional informati ...
AI nav walking doesn't allow clients to set a "Base" for the character (SetBase from UpdateFloorFromAdjustment), so there is no floor result on frames where there is a net update. This causes simula ...
When an actor spawns another actor using AddChildActorComponent that comes alphabetically before it based on blueprint name it will spawn an extra actor that will persist when the scene is stopped d ...
We have written a plugin for UE4 that allows Unreal users to import and set up Megascans assets into Unreal Engine. Recently we added Alembic files to our assets and also updated all our plugins to ...
The licensee reports that this issue is caused by the following code not performing a Buffer update. .\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp void FMeshMaterialShaderElementD ...