Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...
If "UVFlipping Mode" under Rendering on the Required node of an emitter is set to anything other than "None," the particles can become stretched and distorted. As a workaround, I have discovered th ...
When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...
When assigning a static mesh to the "Sample Static Mesh" module, the engine will crash as soon as you select a mesh and click "Fix Now". If the mesh already has CPU access enabled it will crash as s ...
Currently details changes to the following are not noticed by the Diff tool when diffing AnimBPs:State Machines (i.e. Max transitions per frame)Transition rulesConduitsStates This also affects non- ...
This issue seems to be occurring on a variety of Nvidia cards. So far, I haven't seen any indication that it is affecting AMD graphics cards. The majority of the reports have indicating that the pro ...
User is reporting that this is happening with some, but not all meshes. I didn't see anything out of the ordinary when looking at the asset in 3Ds Max, and the asset will import correctly into 4.10. ...
When importing an FBX with several different meshes and multiple materials with "Combine Meshes" enabled the materials will get assigned to incorrect portions of the mesh. I've included a version o ...
A very unfortunate bug shipped in 4.22 that causes a crash in many cases when a client is disconnected from the network, such as when unplugging the network cable. This will be a cert failure on con ...
It breaks only when compiling the preview shader. Adding a preview weight to the Layer0 on the Layer Blend node fixes the problem. The source of the bug is in UMaterialExpressionLandscapeLayerBlend ...