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 ...
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 ...
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 ...
After adding a third party plugin to a project and restarting as prompted, closing the editor again causes a crash. Crash Reporter Link: [Link Removed] Additional Note: This crash was encountered ...
The editor crashes when entering Kanji characters into TextRenderActor with raytrace enabled. This does not happen with English text. ...
Several issues have been reported within the ParseHistoryResults method from PerforceSourceControlOperations: 1. Any Records that share the same filename will only display the last record with that ...
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 ...
There is an odd issue occurring when the world origin is changed, changing the world origin causes the foliage to cull in unexpectred ways. The issue can be solved by using the console command "r.Al ...
Enabling the Online Framework Plugin in a Binary build of the editor (download from the Epic Games Launcher) causes packaging attempts to fail due to a file that is missing. This does not occur in s ...