When the Step Size is set to 0.1 for a Slider and Slider value is multiplied by 100, it will display weird numbers when moving the slider back from 100%. Changing the Step Size to 1 and changing th ...
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 ...
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 ...
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 ...
Creating a material with "Absolute World Position" node plugged into the "World Position Offset" input of the base Material node results in flickering in the preview window of the material editor. ...
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 ...