Crash when rendering cinematic in a Separate Process without "-NoLoadingScreen" cmd argument. Occurs in 4.12 and 4.13 in both Matinee and Sequencer Error message: Assertion failed: SizeX > 0 && S ...
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 ...
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 ...
There is an issue when importing FBX that creates new materials when using the search materials import setting. Instead of being able to use the material that is in the Base Material name, the textu ...
When using the "Random Integer in Range from Stream" where the seed is a power of 2 after a certain point (2^22) the random integer that is returned is the always the same. If the seed is 2^23 + 1 i ...
The following warnings appear in the output log for ShooterGame clients when switching weapons. [2015.11.05-19.41.11:550][253]LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connectio ...
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 ...
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 ...
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 ...