UWheeledVehicleComponent calculates the Suspension settings only when the physics state is first created. When CoM is set through the editor, the vehicle is constructed with the appropriate offset ...
When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...
A licensee is reporting a crash (or rather a check fail) in Sceneview.cpp which happens with when a SceneCapture2D is used with DLSS enabled. He has a fix, and wants to share it with us for integrat ...
A chain of physics constraints that includes a physics constraint that is set to Limited does not work correctly. When collision occurs, the attached actors start moving erratically. Regression?: N ...
Recorded sequences create "Visibility" tracks instead of "Hidden in Game" Tracks. "Visibility" tracks appear to be legacy tracks that you can't create anymore, but is still created by Sequence Reco ...
My Nvidia driver is our current approved driver: 378.49 ...
UObjects returned from "Get Item Children" in a TreeView widget causes an engine crash, due to invalid pointers. User has proposed the following fix: The best fix is probably such: When Slate list ...
Starting in Unreal Engine 5.4, StaticDuplicateObject internally switched to using Unversioned Property Serialization (UPS) for performance reasons. However, UPS assumes the source and destination ob ...
Contact Shadows have more shadowing errors with lower to mid values than in 4.13 release when the feature was still considered experimental. Even low Contact Shadow Length value is causing issues. ...
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 ...