Spline Mesh Components lose their collision in a packaged game when spawning them at runtime, or modifying them via 'Set Start and End' function at runtime. ...
Hidden enum entries cannot be used as default values for UFUNCTION parameters. When using any collisionchannel, the error "Hidden enum entries cannot be used as default values" is received. ...
I do not have access to an iPad Air 2 so it is impossible for me to reproduce, but it seems that when using SeneCaptureComponent2D on the device, memory usage will increase drastically. ...
After switching the Virtual texture lightmap on/off, it looks different. It looks like there is a difference in the light map because there are some missing shadows (see attached screenshots). ...
The fbx exporter should support material instance to export the same result has the user see in the content browser or in the level editor. ...
Currently value propagation is handled at the property node level (c.f., PropagateContainerPropertyChange), and is unavailable to any other editor code / scripting (whether in Python or BP or C++). ...
Sampling a Cascade Mesh Particle's scale always returns XYZ as 1.0 This is a regression from UE4/Release-4.24. This does NOT affect Niagara Mesh particles. I've attached a Cascade (left example ...
This may just need to be closed, we may not be able to control this at such a level. This really comes up more than you would guess. I think almost everyone has made a widget, wanted to call Edito ...
The creation wizard is not correctly adding the #include path in the CPP file. To fix the issue to get the project to compile you have to add the path in the .CPP file within Visual Studio. In this ...
HLOD material baking doesn't take into account any custom primitive data set on primitives that contribute to the bake. This was raised in: https://udn.unrealengine.com/questions/574875/proxy-lod- ...