When using a Sequence that is a duplicate of another, without changing the event names, the duplicate Sequence will still fire off the event from the original even if the values are changed. Changin ...
If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...
Actors on an axis and in multiple cells are not culling as expected. ...
If using the Legacy renderer (Movie Scene Capture) with DefaultRHI DirectX12, there's new delay and also some frames get weird artifacts. However, the delay and artifacts do not appear when using ...
Ensures trigger when playing in the ChaosExamples_fracture map in the ChaosDestructionDemo project. The ensures seem to happen during different parts. A couple occurrences were when I triggered th ...
The volume does accept the change and if it gets moved the navmesh will rebuild with new area set. The core issue is that setting NavModifierVolume.AreaClass at runtime does not notify navigation sy ...
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 ...
Using the Execute Console Command 'r.SetRes 1920x1080f' directly with an Event BeginPlay node within blueprints, any Stationary/Movable Skylighting information is no longer visible. A simple workar ...
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 ...
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 ...