Instance overlap functions for Foliage Instanced Static Meshes detects instances inconsistently

UE - World Creation - Worldbuilding Tools - Foliage - Apr 14, 2022

Instance overlap functions for Foliage Instanced Static Meshes detects instances incorrectly. I was able to see this occur with both the Sphere and Box functions. In addition, I drew out debug sphe ...

Game feature plugins do not unregister absolute scan paths on removal

UE - Gameplay - Mar 16, 2023

The GameFeatureData asset used by the game features subsystem supports defining extra paths to scan for asset manager assets specific to that plugin. Originally this system only supported relative p ...

Duplicating a Function Containing Add Child Actor Component Causes Changes Made to the Duplicate to be Saved to the Original

UE - Gameplay - Blueprint - Nov 9, 2015

When you create a function containing an Add Child Actor Component node, duplicate that function, and then change the Child Actor Class option in the duplicate, the changes are also saved to the ori ...

[CrashReport] UObjectBaseUtility::GetOutermost | FArchiveInvalidateTransientRefs::operator<<

UE - Gameplay - Blueprint - Sep 7, 2017

This is a somewhat common crash affecting users in 4.17. They have not provided any descriptions of their actions when the crash occurred. Source Context 110 /** 111 * Walks up ...

ACharacter JumpMaxHoldTime quickly prevents jumping on the server

UE - Gameplay - Blueprint - Sep 18, 2017

-Character no longer jumps to full height when on client when setting maxholdtime to anything above 0 in character blueprint ...

Static mesh's material slot's cast shadow does not require a build of StaticLight

UE - Graphics Features - Dec 7, 2017

If static mesh's material slot's cast shadow is changed, UE4 does not show "LIGHTING NEEDS TO BE REBUILT". I solved it with the following fixes. StaticMeshEditorTools.cpp void FMeshSectionSettin ...

Cannot run any packaged project if "Force all skinned meshes to recompute tangents" has been enabled in an unrelated project

UE - Foundation - Core - Apr 20, 2018

Enabling the "Force all skinned meshes to recompute tangents" sets the value at a Windows user level so that it affects all UE4 projects opened by that user, including unrelated packaged projects. T ...

Undo then Redo Creating a Spawnable in Sequencer Creates Extra Actor in Level

UE - Anim - Sequencer - May 3, 2023

There is a bug when performing an undo/redo on pasted or spawned actors in Sequencer.  It appears that the transaction system is re-creating an actor on redo, but Sequencer doesn't see that, so it ...

Unnecessary files in Perforce Depot

Several unnecessary files seem to have found their way into the Perforce depot and need to be cleaned up. Affected files:Engine/Documentation/Source/Engine/Matinee/HowTo/MHT_3/Images/MHT#_Drag_In_C ...