This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...
Undoing a child actor's component transform in its Blueprint editor isn't reflected in child actor instances in the level editor. Subsequent transforms are also not propagated after the undo breaks ...
When creating an anim streamable we immediately fail a check in the compression code in FCompressibleAnimData::FetchData: checkf(AnimSequence, TEXT("Invalid animation sequence while trying to fetc ...
It seems that a simple change from TCHAR_TO_ANSI to TCHAR_TO_UTF8 in UE::FUsdStage OpenStageImpl() fixes the issue. ...
It is possible for the while loop in UnrealEditor-SubobjectDataInterface.dll!USubobjectDataSubsystem::GetActorRootHandle(const FSubobjectDataHandle & StartingHandle) Line 815 to not terminate when ...
It looks like the BuildEditorAndTools script is no longer copying the (pre-existing in perforce) files from //UE4/Dev-Core/Engine/Binaries/Win64/ to the output LocalBuilds directory, which means the ...
Since SetActorLabel does not correspond to packages, cook wants errors or warnings. ...
4.22 is working On Mobile sometimes Modulated Shadow is useful for Cast custom color and value Shadows on Unlit objects(custom celshading for example) ...
The licensee has reported that when you make a mesh extremely thin (e.g. z = 0.0001), it can cause emissive materials applied to the mesh to flicker. ...