When importing destrucitble APB asset files from PhysX Labs there is no visible shadow cast for these meshes. The same is not true for a destructible created in UE4. These are using the default sett ...
Using a post process volume with lens flare and a bloom enabled do not appear functional in split-screen multiplayer. Other selections in the PPV work as intended (ie. Fringe, Ambient occlusion). ...
By [Link Removed], user can disable IDFA without customizing engine code. But, if using Launcher build, the added settings( Enable Advertising Identified(IFFA) ) does NOT work correctly. Because eng ...
### The following test(s) failed: ##### BasicCableComponentMaterials: Project.Functional Tests./Game/Tests/Actor/CableActor.BasicCableComponentMaterials * LogAutomationController: Error: S ...
This issue was reported by a customer trying to modify the static meshes of a GeometryCollection. After removing some meshes from the Geometry Source, he used the Reset button to apply the changes t ...
Once packaged, a persistent level is unable to create navmesh data properly if the navmesh bounds volumes are only present in its sublevels. The issue can be traced to the UNavigationSystemV1::IsThe ...
The editor crashes if you implement two blueprint interfaces in an actor blueprint, and then an actor component blueprint. These interfaces must have at least one function that returns a value. The ...
Attempting to use a post increment operator in a TMap or TSet iterator will fail to compile with error shown in callstack field. This is due to the post-increment operator not being overridden in M ...
Unable to pause Camera Shake if Google VR plugin is enabled. Everything pauses correctly if the Google VR plugin is disabled. Unable to test in Main due to blocker with enabling Google VR plugin. ...
The Initial Modules appear to be clamped to a zero to 1 time frame since 4.8 was released. Projects that are converted from 4.7.6 will have correctly working particle systems, but adding a new part ...