WorldPartitionFoliageBuilder commandlet can incorporate foliage instances into the correct IFA. But it removes the connection information between base meshes and the foliage instances. ...
As per a bug report from Pixomondo: if there are two static meshes in the scene and one has a rotation, it gets a GPULM bake artifact as if it is intersecting with the unrotated version of itself. S ...
DeferRunningConstructionScripts has been added as a workaround for a issue by asynchronous mesh compilation, but it doesn't consider BeginPlay. Therefore, if DeferRunningConstructionScripts is execu ...
Generated from CrashReporter ...
This is a regression tested in //UE4/Release-4.27 CL#18319896 Update Mesh Section incorrectly sets vertex colors for a Procedural Mesh. The closer a colors R, G, or B value is to 1.0 or 0.0 the mor ...
If trying to find NavLinkProxy with SimpleLink and SmartLink enabled by searching the path, sometimes CustomLink is not found (CustomLinkId=0). Since only one NavLinkProxy is located on the level, ...
If re-define the macro USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING to 0, the component is editable in detail panel. But I'm sure it's not a good fix. ...
Migrating to a Game Feature plugin can result in assets' losing references. From User: "Migrating assets to a game feature plugin's content directory leaves them having invalid references, editor t ...