Lightmap sizes seem inconsistent after rotating a light source and rebuilding the lighting. This causes concern about file sizes when packaging the project that is using baked static lighting. The ...
When a GameplayTagQuery variable is edited from inside of a DataAsset, the editor crashes when the changes are saved. This could be related to a bug that was fixed previously: [Link Removed] Regres ...
Activating and Deactivating Cloth Paint marks the skeletal mesh as dirty, even if no values were painted and there is no transaction in the Undo History. Painting Max Distance values from non-zero ...
When closing a media player asset in the Oculus Quest the Clear Color is ignored and the last frame is left on frame shown. This happened whether I ran the project both while the Quest was and was n ...
Child character's Variable changes to the default value in a packaged project. User Description: Name of player character resets (to default value specified in parent class) after packaging. 3. P ...
Workaround:The blueprint macro had a cast from the enum to an int and that was causing the issue, getting rid of the cast and just returning the enum and then changing all the places that were usin ...
If you check the 'crack free displacement' option in a landscape material, it seems to break the results of both the landscape layer coords and regular UV input node. Worldposition is not affected. ...
Instanced Static Meshes will have incorrect velocity if a Material uses World Position Offset. Fixed WPO in a material causes significant velocity on the ISM. This was also replicated in //UE5/Rele ...
In a project, if you duplicate the example level and attempt to save it, the save will finish, but the asterisk will remain on the file. Attempting to open the duplicated map will prompt another sav ...
First of all, I'm not sure this is an issue with UE4, but I'm not familiar with Blender to rule this out. A user has reported an issue when importing a Rigged mesh from Blender it will add an addi ...