Shader compile error in function PositionOnlyMain() in ShadowDepthVertexShader.usf if defined INTERPOLATE_POSITION. LogShaderCompilers:Warning: 1 Shader compiler errors compiling WorldGridMaterial ...
A TMap containing a struct with a UObject reference property (set to nullptr by default) does not serialize properly for an instance where the UObject reference is set on the instance, but the TMap ...
Cloud Build: TWINMOTION CL app-2023.2.33001994-2024.1.37216540-2025.1.38508591-cloud-2024.12.02.095314 (DEV / STAG, CHROME) Issue: Exporting process stuck in "Estimated time" phase when uploading p ...
Generated from CrashReporter Logs can be obtained via Crash Reporter ...
When importing a static mesh into a project with the appropriately named materials in it already they won't apply to the mesh automatically when setting Search Location to All Assets without being i ...
This issue can occur when setting the Decal Material to Instanced Static Mesh in a Raytracing enabled project. (If there is a cache, it will not crash.) The cause is that DefaultDeferredDecalMateria ...
DESCRIPTION: If you try to open the physics asset for the Advanced Vehicle template will throw a warning that the physics asset has no default skeleton and that it will be replaced with the default ...
The user is using a Nav Mesh Bounds Volume and a Nav Link Proxy. They are calling AI Move To to navigate to the point, but the Character reproduces extra movement and goes a bit past it. For debuggi ...
Attached is a project that picks up Niagara from the content sample. The probability of reproduction is about 1/10. The simpler the project, the lower the reproduction probability. I am attaching ...
When exporting a Static Mesh from within UE4 that has multiple materials, some of the material IDs will be condensed into a single ID which will mess up how the material assignment for that part of ...