It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...
I have managed to reproduce this issue in 4.18.3 and 4.19.2. In order to make the Capsule Shadow disappear:Indirect Lighting Cache must be used (Volumetric Lightmap works)Skylight must be set to 'M ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
This appears to be a UE4 bug in the way it handles the importing of FBX Material IDs from 3DS Max exports.Max uses set Mat IDs to organize multiple materials on a single object.UE4 correctly handles t ...
With windows 10 there has come some new swap chains, which unfortunately messes some things with regards to fullscreen up. We've fixed a bunch in the renderer (which would downright cause crashes), ...
Reported behavior: Given Level_A which contains object_X, where object_X references Level_BDeleting object_X causes AssetRenameManger to check if we need to patch up other levelsLevel_B is load ...
Packaging for iOS Distribution from Windows using Remote Compile results in a failure during the signing portion. This seems to be caused by a hardcoded "false" for a property that is used to determ ...
This is not a regression. We have 2 issues here. First we have different tiling for the different materials, since the way sketchup handles texture scale. They scale the UVs of the object instead ...
It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...