When a particle system has a ribbon trail it will not render when viewed in a packaged game. Attached sample asset from Content Examples with Ribbon Trail. This issue did not occur in 4.10.4, bu ...
`check(Samples.Pop());` this kind of `Pop()` inside of a `check()` is in a few places in MediaSampleQueue.h and MediaSamples.cpp but `check()` expands to nothing in Shipping/Test, so, required work ...
Normally this has not been as much of an issue, but recently SteamVR has dramatically decrease the time-out / "sleep" timer to something along the lines of 5-10 seconds... so the headset constantly ...
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 ...
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 ...
When looking into the bd_hud_scoring and bd_rules_maze blueprints in the users project (Provided below), there are nodes that are throwing errors. If you press compile, the errors go away and the co ...
When exporting a Static Mesh from within UE4 that has multiple materials, some of the material IDs will be condensed into a single ID which will mess up how the material assignment for that part of ...
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 ...
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 ...
In a normal detail panel, each element has its own SDetailSingleItemRow and are mostly uniformly sized with some exceptions of having a few bigger rows (i.e. asset pickers). However, these layers ar ...