When painting Vertex Colors on a mesh, and enabling the 'Emissive for Static Lighting' option, the painted colors are not passed to surfaces receiving the emissive static lighting. The regular emis ...
Running a server from the editor will crash this project. Reproduced by using UE4Editor <projectname> -server -log to run the editor. This does not occur with a new project in 4.7.2 or in Main. ...
In previous versions of UE4, Set Morph target to call the Inherited Mesh and would result in any children of the Inherited Mesh that shared that morph target name to morph. In UE4.9 this no longer ...
Cash when entering Path Tracing view mode if r.Decal.NormalReprojectionEnabled true The licensee has reported: This crash happens because the DeferredShadingRenderer tries to extract the normal GBu ...
This is a speculative bug report from the user. The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...
All console variables overridden in Movie Render Queue are set to 0 after the render queue runs. It's because all cached previous console variables are reset to 0 just before they are written back ...
As the title suggests, whenever you attempt to add a third player using splitscreen, whenever the third player is created the viewport renders black. This only occurs when the viewport is sized to a ...
When inspecting a TMap variable during runtime, the value of the variable is not displayed properly inside VS2015. Screenshots included to show what the TMap variable looks like in VS2013 (ProperTM ...
Creating a Macro with a Wildcard Array and then using that macro to accept an array as input and attempting to get the first element causes an error to appear in the output log. In the AnswerHub u ...
The FMath::TruncToInt() function takes a float parameter, but some calls to this function pass in a double value. For most use cases, this will probably work fine. However, if the integer values are ...