When CopyActorProperties is used with a target being a template such as a blueprint, it can copy and serialize EditInstanceOnly Properties. ...
Anim Notify Blueprints are included in Packaged builds of the editor even if they are not referenced. This does not occur with other Blueprint classes, such as Actor, although it may with some other ...
Post process volume priority doesn't affect post process materials. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4369303 ...
It can select ChildActor with the Eyedropper tool. Since ChildActor is an actor created temporarily, when you restart the Editor it becomes empty because there is no reference. When selecting AActor ...
This appears to be a UE4 bug in the way it handles the importing of FBX Material IDs from 3DS Max exports.Max uses set Mat IDs to organize multiple materials on a single object.UE4 correctly handles t ...
Blueprint Structure tooltip edits get discarded. Current workaround is to make a secondary change that is not needed along with the desired change, Then edit it again to remove the secondary change. ...
Instanced and skeletal meshes produce an overlap but fail to compute an MTD, resulting in the logging of "OverlapTest says we are overlapping, yet MTD says we're not" in LevelActor.cpp ComponentEncr ...
Volumetric lightmap holes appear every fifth build. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4348893 ...
Issue was traced to CL4018267. Shader hashes are not preserved during cooking anymore. This is failing the check in void FShader::Register() { FShaderId ShaderId = GetId(); check(ShaderId.Materi ...
Licensee reports very long C++ compile times during packaging after nativizing a UMG Blueprint asset containing a very large and heavily-nested widget animation hierarchy. The support thread outlin ...