Execute Console Command r.SetRes Fullscreen breaks Dynamic Skylights when tied to Event BeginPlay

UE - Graphics Features - Apr 6, 2017

Using the Execute Console Command 'r.SetRes 1920x1080f' directly with an Event BeginPlay node within blueprints, any Stationary/Movable Skylighting information is no longer visible. A simple workar ...

[CrashReport] UObjectBaseUtility::GetOutermost | FArchiveInvalidateTransientRefs::operator<<

UE - Gameplay - Blueprint - Sep 7, 2017

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 ...

Static mesh's material slot's cast shadow does not require a build of StaticLight

UE - Graphics Features - Dec 7, 2017

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 ...

Nativizing actor does not destroy component with construction script.

UE - Gameplay - Blueprint Compiler - Nov 19, 2018

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 ...

[CrashReport] UnrealEditor-Engine!SkeletalDebugRendering::DrawBonesFromPoseWatch(FPrimitiveDrawInterface *,FAnimNodePoseWatch const &,bool) [SkeletalDebugRendering.cpp:213]

UE - Anim - Runtime - Jan 3, 2023

Generated from CrashReporter 1 user reported: "Crash when using "Toggle watch pose" in any node of the animation blueprint. The crash happens when you save the ABP after enabling toggle watch pose ...

Level sequence attachment dirtying bugs - 5.4

UE - Anim - Sequencer - Mar 28, 2024

Level Sequences can mark the level they are in as modified without modifying them, as well as get themselves into a state where they modified themselves when saved. ...

Custom mode animation resets character pose on every change in the Sequencer

UE - Anim - Sequencer - May 30, 2024

Skeletal Mesh Components that use Custom Animation Mode will have their animation rest to the base position when any change is made to the Level Sequence that the character is used in. The Licensee ...

Changing UFUNCTION Category causes function to not appear in BP right-click menu after hot reload

UE - Gameplay - Blueprint - Mar 11, 2015

If a function with a Category set in its UFUNCTION macro has the value of the category changed and then compiled (hot reload), the function will no longer show up in the right click menu of the blue ...

EXR renders won't go above 640x360 when rendering from an Editor Window

UE - Anim - Sequencer - Jan 4, 2016

User was attempting to render out EXR sequences and ran into an issue where anything above 640x360 caused the window to shrink and render at a lower resolution. The workaround is to "Use Separate P ...

Renaming components in blueprints resets default values for all instances

UE - Gameplay - Blueprint - Sep 15, 2015

Renaming a blueprint component and presing ocmpile will reset any altered instances of the blueprint to default values. ...