Sometime recently, the behavior of changing a static mesh changed. A very common operation is to want to change a mesh, while keeping material override. Here I have a sky mesh, and the material is ...
A licensee is reporting some unexpected behavior when attempting to replace references on Foliage Types already painted in the world. What happens after the references have been replaced, are the n ...
This is a somewhat common crash affecting users in 4.17. They have not provided any descriptions of their actions when the crash occurred. Source Context 110 /** 111 * Walks up ...
-Character no longer jumps to full height when on client when setting maxholdtime to anything above 0 in character blueprint ...
There is an issue where you cannot specify a specific location for a windowed packaged game when using a command line to open the project, the project will move to that position for a brief moment b ...
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 ...
Running destroy component with construction script placed on level blueprint does not destroy component when it is nativized. It works correctly with PIE and Not Nativize. Also, if the actor that wa ...
When trying to get CookedFFTData from an audio component in a packaged build it fails despite working in the Editor. This also occurs when you package the project from File->Package Project->Windows ...
Physics object from a streamed level does not interact with other physics objects in persistent level. ...
There is a bug when performing an undo/redo on pasted or spawned actors in Sequencer. It appears that the transaction system is re-creating an actor on redo, but Sequencer doesn't see that, so it ...