Changing Static Mesh for a mesh with overridden materials should NOT reset materials

Tools - Feb 1, 2017

Sometime recently, the behavior of changing a static mesh changed. A very common operation is to want to change a mesh, while keeping material override. Here I have a sky mesh, and the material is ...

[CrashReport] UObjectBaseUtility::GetOutermost | FArchiveInvalidateTransientRefs::operator<<

UE - Gameplay - Blueprint - Sep 7, 2017

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 ...

Cannot specify custom window positions in "windowed mode" for packaged games

Tools - Nov 30, 2017

There is an issue where you cannot specify a specific location for a windowed packaged game when using a command line to open the project, the project will move to that position for a brief moment b ...

Static mesh's material slot's cast shadow does not require a build of StaticLight

UE - Graphics Features - Dec 7, 2017

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 ...

Nativizing actor does not destroy component with construction script.

UE - Gameplay - Blueprint Compiler - Nov 19, 2018

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 ...

Final Gather Quality Post Process setting causes severe rendering issues in the Stack-O-Bot project

UE - Graphics Features - Lumen - Feb 24, 2022

When opening the Stack-O-Bot project in 5.0 Preview 1, the project has a rendering issue where bright shimmering lights appear all around the screen. I discovered that this is due to the PostProcess ...

Crash when a nested widget is set to "Force Slow Construction Path"

UE - Editor - UI Systems - May 25, 2018

Does not occur if the root widget also disables the fast path. As a result, the current workaround is to ensure that the fast construction path is also disabled on the parent widget by making sure ...

Changing UFUNCTION Category causes function to not appear in BP right-click menu after hot reload

UE - Gameplay - Blueprint - Mar 11, 2015

If a function with a Category set in its UFUNCTION macro has the value of the category changed and then compiled (hot reload), the function will no longer show up in the right click menu of the blue ...

EXR renders won't go above 640x360 when rendering from an Editor Window

UE - Anim - Sequencer - Jan 4, 2016

User was attempting to render out EXR sequences and ran into an issue where anything above 640x360 caused the window to shrink and render at a lower resolution. The workaround is to "Use Separate P ...