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 ...
When rendering runtime virtual texture pages without throttling (when r.VT.MaxUploadsPerFrame is high or during Movie RenderQueue captures) the number of FRDGBuffers allocated by the Render Graph Bu ...
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 ...
There is no UI refresh for the Implemented Interfaces list in the Blueprint editor UI after a Blueprint Interface asset is renamed in the Content Drawer. Consequently, the interface cannot be remove ...
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 ...
RHIinit() calls GRHICommandList.GetImmediateCommandList().GetContext() to make sure that GDynamicRHI->Init() initialized the immediate command list (by calling FRHICommandListImmediate::InitializeIm ...
UDN: [Link Removed]Fix SaveToFileCommand : [Image Removed]Problem with private properties serializing structs:[Image Removed]Add support for runtime instantiated UObject classesAdd single restore c ...