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 ...
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 working in a project that is in 4.16, disabling the Paper2D plugin causes a packaged version of the project to not open. This issue is different from previous versions as disabling the plugin i ...
This is an early trending crash coming out of the 4.16 Preview. This has also been experienced internally on an internal project ([Link Removed]) User descriptionsCreate new cloth asset > Apply ne ...
From UDN: When an object with ResponsiveAA enabled is in the screen and then an object with Distortion enabled comes into the screen, ResponsiveAA does not work. I guess this is because the Ste ...
The UHT boilerplate code that's generated from a converted Blueprint class header file generated from a Blueprint class containing one or more function names with non-ASCII characters will fail to c ...
The user is unable to undo the editing of the enum description. The output log and undo history would confirm that the undo was carried out, however it did not do anything in reality. Resetting the ...
Crash that occurs when applying a masked material (with LandscapeLayerBlend and LandscapeVisibilityMask) to a Landscape's material slot. This is a regression: broken in 4.16.0 CL 3405315 worked in ...
Having a variable of the type EComparisonMethod inside of a struct causes the editor to crash. This could be due to the variable being as part of the Development folders in code. Attempting to repro ...
This happens when the 32-bit LatentUUID signed integer that we generate for the delay node starts with "-1" when converted to an FString (e.g. "-1824950080"). During compilation, we pack latent fun ...