Loading a world partition cell containing dense foliage (30k+ instances per cell) causes spikes on lower end hardware of up to 10-15ms and can observe spikes of 2-5ms on high end hardware too primar ...
When using instanced meshes in a Blueprint or in foliage tool the indirect lighting cache will not correctly light these meshes. I've include a sample project with map to demonstrate what the lice ...
When docking a blueprint as a tab in the main viewport the sprites and other actors placed in the default scene (including player start) begin to flicker. This flicker persists until you close and ...
With a large snap scale just selecting the uniform scaler will make the content scale to 0. It seems like it is far too easy for meshes to accidentally be scaled to 0 with snap scaling. Another exa ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...
This is a somewhat common crash affecting users in 4.17. They have not provided any descriptions of their actions when the crash occurred. Source Context 110 /** 111 * Walks up ...
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 ...