Dynamic (transient) material instance assignment lost if object spawnable

zComponent - Archive - Jun 21, 2024

Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer. This appears to come from the Material Instance Dynamic not be ...

Clipping bsp brush rotates clipped face on brushes that have their X,Y,Z values altered

UE - LD & Modeling - Modeling Tools - BSP - Sep 17, 2015

If a bsp brush is rotated, then the brush clipping feature is used the "Brush Clipping" feature will rotate the created face by 90 degrees or disappear entirely (if set at an angle). ...

LIVE: Multiplying an FQuat*FQuat via pass-by-value crashes editor on open

UE - Foundation - Core - Nov 5, 2014

If a function takes in an FQuat value and then multiplies it by an FQuat, the project will build properly but then crash when trying to launch the project in the editor. Example project available b ...

Grass draws on landscape holes

UE - LD & Modeling - Terrain - Landscape - Jul 14, 2015

Grass output in materials draws over masked locations, such as landscape visibility holes. ...

Oculus mirror window goes black when headset removed for any mirroring mode besides 0

UE - Platform - XR - Nov 16, 2016

If using any hmd mirroring mode besides 0 on Oculus, when the headset is removed, the mirroring window goes black in a packaged build, or in -game, for example: UE4Editor.exe VrTemplate4x15 MotionCo ...

Precomputed AO Masks cannot be used to LERP between Normal Maps

UE - Graphics Features - Sep 18, 2015

When using the Precomputed AO Map node to LERP between 2 Normals, only the A input into LERP will render out on the mesh. The Precomputed AO will work fine for Base Color LERPs Example: [Image Re ...

Editor Scalability Settings cannot be set per project

Tools - Dec 17, 2018

Initial setup of PostProcessQuality in the Editor .ini files does not actual change the setting. The project must be opened once and then closed in order for the settings to take effect. ...

Crash on packaged game. 4.23 will not nativize a class that creates instanced properties inside itself

UE - Gameplay - Oct 1, 2019

Description from the user: up to 4.23 properties nativize normally if they are written in C++ with the Instanced specifier. The discerning difference is that that there was no Blueprint Class itsel ...

Adding assets to a project on a drive that is full still creates the file at the desired location instead of in a temporary location and provides no information as to why the asset is failing to load, corrupting the asset

Tools - Oct 31, 2016

Adding assets to a project on a drive that is full still creates the file at the desired location instead of in a temporary location and provides no information as to why the asset is failing to loa ...

Using a custom #define as the condition for a UFUNCTION's declaration will cause the function to not show in blueprints

Using a custom #define as the coniditon for an #if / #endif that encapsulates a UFUNCTION that is marked as BlueprintCallable will prevent it from being visible in blueprints despite the #if resolvi ...