When using a SpeedTree asset, a Zero Triangles warning appears

Tools - Nov 25, 2019

When exporting from SpeedTree with LODs + billboard, It seems that a warning is issued by including a material used only by Billboard. Is there a way to deal with it? ...

PrecomputedAOMask cannot be used when Virtual Texture is enabled

UE - Graphics Features - Nov 25, 2019

The problem is that when the VirtualTexture lightmap is enabled, the value returned by the material node's PrecomputedAOMask is incorrect. ...

Crash When Playing After Setting Size of Retainer Box to Minus

UE - Editor - UI Systems - Nov 25, 2019

Retainer box has minus size occurs crash when PIE, standalone and package.  Probably, we should add any codes for adjust size to 0 or more to  URetainerBox::SynchronizeProperties(). ...

OBJ import - Auto Triangulation - Error: No polygon were found on mesh ''

UE - Editor - Content Pipeline - Import and Export - Nov 23, 2019

"When translating some geographic data into a .OBJ, and importing into UE4. More than 165 of the meshes work. Some, i am having a hard time with. I've attached an example. AUT-mesh.obj is one of the ...

Game window will not regain focus when startup movie is playing

Media Framework - Nov 23, 2019

The game window cannot be focused while startup movies are playing.  ...

Rhino - Tessellation - 'Crack Free Displacement' not compatible with meshes

OLD - Enterprise - Nov 22, 2019

Meshes imported from rhino are not compatible with 'Crack Free Displacement' ...

[Feature Request] Validate resource lifetimes in Mesh Draw Commands to help debug dangling pointers.

UE - Graphics Features - Nov 22, 2019

Mesh draw commands don't hold strong references to resources. When caching mesh draw commands, their lifetimes can match the parent scene proxy, which can be very long. This increases the chance tha ...

ShouldRender() in USceneComponent Doesn't Check Against IsVisibleInEditor()

UE - Graphics Features - Nov 22, 2019

IsVisible()/IsVisibleInEditor() should be a contribute to the logic in ShouldRender(). NOTE: This code was written during the UE3 life cycle. Found in 4.22 CL#7053642 ...