In the RigidBody anim node, if the user enables collision while Component Space Simulation is enabled, there will be warnings in the output log saying:Warning Trying to use world collision with comp ...
When a large quantity (about 50 in this case) are imported simultaneously, and the Import Uniform Scale is changed to any other number besides 1, random meshes differ in size. This happens regardles ...
This is a regression tested in //UE4/Release-4.27 CL#18319896 GPU Lightmass ignores IES Profiles on Static Lights while building lighting. Tested with different Global Illumination and Reflection s ...
This is a somewhat common crash in 4.17. Users have not provided any descriptions of their actions when the crash occurred. Source Context 304 int32 FUObjectArray::AllocateSerialNumber(in ...
FNativeClassHeaderGenerator::ExportEnum produces this behavior. If an enum has “MAX” somewhere in the array, it removes last element. I tested my code to fix the issue.// code placeholder bool UE ...
Activating and Deactivating Cloth Paint marks the skeletal mesh as dirty, even if no values were painted and there is no transaction in the Undo History. Painting Max Distance values from non-zero ...
In GameInstance.cpp when the Navigation System is created it calls... UNavigationSystem::InitializeForWorld This in turn ends up calling... GatherNavigationBounds(); This goes through all ...
Starting with an asset (static mesh for instance) with a precise rotation value (such as a whole number) in the details panel will result in a imprecise, slightly fractional off value when rotated ...
As of 4.9 Dynamic Indirect Lighting with Light Propagation Volumes should be supported for Spot Lights. This does not appear to be the case for several versions that I could see. Using the methods o ...
When an instance in a Hierarchical Instance Static Mesh component is rotated using "Update Instance Transform" it doesn't retain it's material's base color value when the material uses PerInstanceRa ...