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 ...
A crash occurs when trying to use the Mesh Reduction tool for the ScotsPine_01 static mesh from the Open World Demo collection. The assets from this project are usually very processor heavy due to ...
ResolveName will replace the subobject delimiter (colon) with two periods. This increases the length of the string, and can cause asserts due to the string exceeding NAME_SIZE even when the name was ...
Context World Partition has a distance-based level streaming system that provides a complete solution for large world management. Problem The problem is that when the player and large static mesh a ...
When a child actor passes a string to it's parent's overloaded constructor using an overridden function that returns a string it won't receive the correct string. I have verified that the correct fu ...
A Japanese developer's making a scene that has over 4000 static point lights. They thought the lights don't affect rendering in runtime. But they realized the RenderThread's costs become bigger. I ...
If you enable Shader compilation via XGE by setting r.XGEShaderCompile = 1 in ConsoleVariables.ini in 4.18 Editor downloaded from Launcher, it prevents shaders from compiling at all, and as a result ...
the High resolution screenshot is not saved when using the command 'HiResShot' when playing via the Standalone option. You can use the command and it shows the link to the directory where the screen ...
When using the "Does Container Match Tag Query" node doesn't return true when a gameplay container member has the searched for gameplay tag in a blueprint that has been nativized. Packaging in Excl ...
When adding multiple Hierarchical Instanced Static Meshes on a loop and packaging the project in Shipping configuration the application crashes due to LowLevelFatalError [Link Removed] [Line: 1431] ...