When attempting to set an optimization viewmode while using a Preview Rendering Level other than Shader Model 5, the Optimization Viewmodes dropdown is missing all of its options and instead display ...
During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...
An imported file that resides within the project's folders gets a relative path. That path is not updated it you copy the uasset to another folder, so from the location of the new asset's the relati ...
A particle emitter with GPU sprites on certain settings will shake violently as they collide with the ground. This requires there to be a strong Const Acceleration module and Collision with low resi ...
It seems to have occurred since UE4.23, and the cause was the following part of "ParticleModules_Location.cpp".//From UE4.23 if (bOrientMeshEmitters) { //We have the mesh oriented to the normal o ...
UDN: [Link Removed]Fix SaveToFileCommand : [Image Removed]Problem with private properties serializing structs:[Image Removed]Add support for runtime instantiated UObject classesAdd single restore c ...
Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...
In UE4, "Private" for Blueprint variables was misnamed: its behavior actually meant "Protected". In other words, it can't be read or written to by external objects, but it can be by derived types. A ...
Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...
When creating Physics Assets, either by automatic creation upon import, creation from skeletal meshes already in the project, or when we press Generate All Bodies (bottom right of a opened Physics A ...