When an Actor is duplicated in the editor inside a world partition level it maintains references to the Actor it is a copy of. This can cascade, i.e. Actor C, which is a copy of Actor B which is a c ...
Cooking will fail while attempting to convert a non-data-only Blueprint class based on the native UAnimNotify class when Blueprint nativization is enabled. Workaround in lieu of a fix would be to e ...
If a child actor component has a local offset from the parent, any of the child's variables that are set in the parent's construction script are not registered. Workaround: Setting child variables ...
I have managed to reproduce this issue in 4.18.3 and 4.19.2. In order to make the Capsule Shadow disappear:Indirect Lighting Cache must be used (Volumetric Lightmap works)Skylight must be set to 'M ...
the editor Crashes when trying to "Update Mesh Section" on any procedural mesh just after "Clear Mesh Section" and "Create Mesh Section" for different vertices and triangles. Found in 4.19 CL# 4033 ...
Having wildcards in the path for AdditionalPluginDirectories causes apps on Android to crash on launch. When testing this on iOS, the app did not crash but froze at the splash screen instead. Androi ...
When Nanite is disabled at the project level with r.Nanite.ProjectEnabled=0, clustered deferred shading stops working. This happens because the FDeferredShadingSceneRenderer::RenderLights method doe ...
This appears to be a UE4 bug in the way it handles the importing of FBX Material IDs from 3DS Max exports.Max uses set Mat IDs to organize multiple materials on a single object.UE4 correctly handles t ...
The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...
When trying to get a hit result from physical material using a event hit node there will be a access none error caused in the log. This is the exact error presented: Error Accessed None 'CallFunc_B ...