When you create a function containing an Add Child Actor Component node, duplicate that function, and then change the Child Actor Class option in the duplicate, the changes are also saved to the ori ...
Timeline tracks can be given the same name as existing execution inputs, which causes some unusual behavior when dragging off the pin. Renaming them will rename the execution pin instead, and compil ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
Level Sequences can mark the level they are in as modified without modifying them, as well as get themselves into a state where they modified themselves when saved. ...
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 ...