When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...
This is an early trending Linux crash in 4.18, but also occurred in 4.17. It seems to occur before a project loads. Callstack from Log[2017.10.26-01.39.08:606][ 0]LogVulkanRHI: Display: - Found g ...
Licensee reported issue with recent changes to sorting that include volume-weighting. Previously, the sort was just due to priority (which was usually 1.0 and thus the sort was nearly random) and ha ...
This bug removes foliage from a level when the Component Blueprint is compiled. Switching the Foliage type asset to another component will cause the issue to stop occurring. The Component Blueprint ...
Planar reflections notably lower performance in packaged VR project. Linked is an example project and an example package. [Link Removed]. This was tested on a Vive Pro and Oculus Rift(not Rift S). ...
After calling Seamless Travel, actors in the level will not be in their original positions. The example provided by the licensee had a different result: the actors, despite having Start Awake disabl ...
1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...
Running a server from the editor will crash this project. Reproduced by using UE4Editor <projectname> -server -log to run the editor. This does not occur with a new project in 4.7.2 or in Main. ...
The default values of a Struct variable in a Blueprint will return to the default values of the Struct on compile when all values are set to 0. Possibly related to [Link Removed] Tested in 4.6.1 a ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...