The blueprint that the user is using loses some data when the editor closes and reopens despite saving all of the content. Note: Currently unsure of what exactly causes this but as I am able to rep ...
Deleting a project from the Epic Games Launcher will also delete any files that are located in external folders that the project includes via symbolic link. In this case the only thing that should b ...
When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame. In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...
When using Precomputed Visibility in conjunction with HLODs and translucent materials without them culling actors occluded by the translucent material. The example gif attached shows that the base ...
Binding a function in code to OnComponentBeginOverlap, OnComponentEndOverlap, or OnComponentHit does not trigger the bound function from code. ...
If a standard level (without Actor Folders enabled) is added to a world-partition map (with Actor Folders enabled) as a Level Instance, and then that instance is "broken" so that its actors are inco ...
If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...
The rules for delta serialization in UE4 are complicated, and the editor tries to hide them from you, which works 90% of the time but can lead to confusion and data loss in other situations. In the ...
After Seamless Server Travel, the Client cannot move the character or see the Server character. On the Server, the Client character appears to be falling in place. Tested in both first and third per ...
When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...