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 ...
Crash while closing Create Blank New Blueprint window after attempting to name blueprint the same name as another blueprint. This crash only occurs when attempting to close the window using the "X" ...
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 ...
When a class is edited / hot reload preformed, code based components are sometimes removed from the MyBlueprint > Variables section and cannot be dragged from the Components tab into the graph with ...
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 ...
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 ...