Using the GameplayTags module in a code project created with the binary version of the Engine results in a build failure in Visual Studio. The following error is shown: 1> D:/Epic Games/4.7/Engine ...
DESCRIPTION: When importing a mesh created with Maya then saving, closing, and reopening the editor, if you add a LOD via the right mouse menu or mesh editor will result in the LOD importing -90 rot ...
Increasing the multiplier past a certain point causes sounds on a Quantization Boundary to struggle to play at the correct time. The repro above uses 1/32, but this also repros with other values. ...
This is simple, but maybe hard to explain, so hear with me. I've attached a sample project and Repro Steps below in case it's not clear. Basically: 1. Make BP_Parent with an unassigned Mesh (Stati ...
I've attached a project with the necessary materials that demonstrate this issue. I would expect that just because a Set Material Attributes node is inside a material graph it wouldn't affect the de ...
This comes from this UDN : [Link Removed] It occurs with this setup : [Image Removed] , where Set Material Attributes expressions act as inputs to the Landscape Layer Blend material expression. ...
Landscape grass map generation crashes if the landscape component in question uses an XY offset map. --------- Fatal error: [Link Removed] [Line: 646] Rendering thread exception: Fatal error: [Lin ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
There are issues with the way Physics is being handled with physical materials. Having a physical material setup with a restitution of 1 and a high max depenetration value will result in no bounce. ...
Spring Arm rotation only prints Yaw after 4.17 conversion. In 4.16 it would print the Yaw, Pitch, and Rotation as expected. The spring arm by itself prints the rotation correctly but once a camera ...