For our static mesh pipeline we have group nodes in Maya that use the name of the asset. Under that we have a mesh that also has the name of the asset. We may also have collision as well so a typica ...
This is a semi-common crash that has occurred since at least 4.17.1. The callstack is nearly identical to [Link Removed], which was fixed in 4.18.0, however the error message and source context are ...
If user lock assets with Japanese comments outside source control, XML acquired in svn status may contain Japanese strings, and XML parsing may fail and become NotControlled. This issue does not oc ...
Regression testing done on //UE4/Release-4.27.2 CL-18427296 and this issue did occur. [Link Removed] [Link Removed] Below is snips of customers description and proposed workaround:Importing alembi ...
From UDN Description Hello, there's an ensure that's firing in `DetailLayoutHelpers.cpp#137`: [Start code block] ensure(PropertyNodeMap.ParentProperty == CurObjectNode); [End code block]when ...
Consider an array property that can be edited in the StateTree editor. This can be a State Parameter or an exposed property of a Condition or Task, for example. Each element of the array can be boun ...
We've noticed smearing in grass due to wrong motion vectors. This appears to be caused by lack of previous frame support in the periodic world space node. This is how we fixed it: In MaterialTempl ...
When a project is run with these settings in a template project, untracked virtual memory increases. Cvars r.GBufferFormat 3 r.Lumen.TraceMeshSDFs 1 r.Lumen.TranslucencyReflections.FrontLayer.Enab ...
Note: This bug has been observed in all tested engine versions, from UE 4.24 to UE 5.3 and in ue-main. When shift+selecting multiple actors in the Level Editor, the currently-active transformation ...
In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...