This occurs because the 'AttachParent' property is a UPROPERTY, and as a result when we create a new instance of a USceneComponent subtype, any USceneComponent subtypes it owns are treated as instan ...
Foliage spawned from Landscape Materials is rendering offset from the Landscape the material is applied to. I can reproduce this issue with or without Edit Layers enabled. I'm unable to reproduce ...
This is a common crash affecting users since at least the 4.14 release. It was previously associated with [Link Removed], however that has been marked as fixed. Source Context 221 void Veri ...
Final bits of logging show:D/UE4 : [2019.03.18-16.36.59:236][ 0]LogInit: Display: Starting Game. D/UE4 : [2019.03.18-16.36.59:236][ 0]LogNet: Browse: /Game/FirstPersonCPP/Maps/FirstPerson ...
This issue occurs when streaming levels including reflection captures are displayed with delay. When it finishes loading assets, reflection capture textures are uploaded to the GPU. Then the leve ...
The Asset Audit window uses the content browser to display information about both real assets and fake assets like chunk definitions. When you hit the Add Chunks button, it adds several fake assets ...
Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears that it's not allowed to schedule mo ...
We do have very inconsistent system between Static/Skeletal and the current name is set for ScreenSize. However, Static mesh and HLOD are using ScreenSize name for Screen area calculation. We wan ...
The cause was that the information remained in Rows Disabled of Track even though it returned to one Track by the delete operation from the state where there was a child Track of multiple rows. As ...
This is a trending crash after the 4.17.2 hotfix, but has occurred since 4.17.0. Users have not provided any description of their actions when the crash occurred. The callstack shares similarities ...