The user reports a scene with a reasonable number of foliage instances renders with black lighting: After updating to 4.11 (.1 or .2 doesn't matter) I have not been able to bake my lighting properl ...
This is a common crash affecting users in 4.15 and 4.16. It appears to often occur while editing static meshes. User DescriptionsI was editing a mesh, added a socket, didnt immediately rename it, s ...
This is a trending crash coming out of the 4.18 previews and 4.18.0. The callstack is similar to a Mac crash that was fixed in 4.16.2 - [Link Removed] User Descriptionswas testing 3rd person temp ...
This seems to occur because of how reliability and the retransmission of dropped data is handled in the engine. If a reliable bunch is dropped, the entire bunch will be resent, but any unreliable bu ...
Encode71 and Decode71 in DeferredShadingCommon.ush are functions that convert 8-bit values to 7-bit values and mask values, and licensees have reported that the accuracy is insufficient when usi ...
When walking off of angled geometry the player pawn will fall off of the edge horizontally instead of falling. Even with all possibly related values changed in the character defaults, the player wi ...
This is a common crash affecting users on 4.16. Users have not provided any descriptions, so additional information is currently unavailable. Source Context 561 ::SortPackagesForReload( ...
"Find in Blueprints" does not turn up results when searching a GameplayAttribute by name, even when there is a GameplayEffect blueprint that has a modifier for that GameplayAttribute. This is becau ...
A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...
Exporting the UE4 Mannequin to Blender then re-importing to UE4 breaks the animations, causing them to reimport rotated 90 degrees ...