This is a trending crash coming out of the 4.18 release, and may be a regression. Users have not provided any descriptions of their actions when the crash occurred. Source Context 347 stat ...
This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 367 uint8* FObjectPropertyNode::GetV ...
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 ...
Running destroy component with construction script placed on level blueprint does not destroy component when it is nativized. It works correctly with PIE and Not Nativize. Also, if the actor that wa ...
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 ...
In AnimNode_ApplyLimits.cpp the inputs for the ConstrainAngularRange function are going to the wrong rotator values. The XYZ of the node's input vec3 is being stored in YPR of the clamped rotator, w ...
This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...
Using the Replace References option to replace one asset with another, the window does not close/refresh properly. This causes the window to stay on the screen although it cannot be interacted with ...
This is a common crash that has been affecting users since at least 4.15. This may be the same issue as [Link Removed], which was closed due to inactivity User Descriptionsloading a level Source ...
Instanced Static Mesh components update incorrectly in Standalone and Packaged game. When hit, all of the instanced static mesh components will snap to a singular location instead of each individual ...