Selecting Visual Studio 2017 as the preferred Source Code Editor in the Editor Preferences window only sets that preference for the current project, instead of making it a setting for any project us ...
This is NOT a regression. Tested In //UE4/Release-4.27 at CL18319896 Printing an actor's transform as a string returns transform and rotation with a colon, but returns scale without. ...
User requests that TSF_BGRA8 in SteamVRAssetManager.cpp be changed to TSF_RGBA8 to match OpenVR API https://github.com/ValveSoftware/openvr/wiki/IVRRenderModels::LoadRenderModel SteamVRAssetManage ...
We have written a plugin for UE4 that allows Unreal users to import and set up Megascans assets into Unreal Engine. Recently we added Alembic files to our assets and also updated all our plugins to ...
When an existing project is opened from a location where it hasn't been created on that machine, the Editor is unable to parse the project's location properly and fails to show it in the Project Bro ...
Hi, I also ran into an issue when exporting a skeletal mesh that has multiple sections that all share the same material slot. It looks like the index buffer that's constructed is incorrect. In GLTF ...
The UV coordinates for visualizing the mesh painting texture on Nanite spline meshes are not working correctly. This runs the code in the NANITE_VISUALIZE_MESH_PAINT_TEXTURE section in NaniteVisuali ...
Changing between multiple Streams that are contained within an array does not work. ...
Procedural mesh loses collision when the "Add Procedural Mesh Component" node is copy&pasted. In this example the generated box appears to lose collision once an "Add procedural mesh component" node ...
Foliage does not spawn on Hierarchical Instanced Static Mesh Components ...