Cannot specify custom window positions in "windowed mode" for packaged games

Tools - Nov 30, 2017

There is an issue where you cannot specify a specific location for a windowed packaged game when using a command line to open the project, the project will move to that position for a brief moment b ...

Static mesh's material slot's cast shadow does not require a build of StaticLight

UE - Graphics Features - Dec 7, 2017

If static mesh's material slot's cast shadow is changed, UE4 does not show "LIGHTING NEEDS TO BE REBUILT". I solved it with the following fixes. StaticMeshEditorTools.cpp void FMeshSectionSettin ...

Cannot run any packaged project if "Force all skinned meshes to recompute tangents" has been enabled in an unrelated project

UE - Foundation - Core - Apr 20, 2018

Enabling the "Force all skinned meshes to recompute tangents" sets the value at a Windows user level so that it affects all UE4 projects opened by that user, including unrelated packaged projects. T ...

Unnecessary files in Perforce Depot

Several unnecessary files seem to have found their way into the Perforce depot and need to be cleaned up. Affected files:Engine/Documentation/Source/Engine/Matinee/HowTo/MHT_3/Images/MHT#_Drag_In_C ...

Foliage experiences odd culling when world origin is changed

UE - Graphics Features - Sep 13, 2017

There is an odd issue occurring when the world origin is changed, changing the world origin causes the foliage to cull in unexpectred ways. The issue can be solved by using the console command "r.Al ...

Packaging fails when Online Framework Plugin is enabled in a Binary build.

UE - Foundation - Cpp Tools - Plugin System - Nov 29, 2017

Enabling the Online Framework Plugin in a Binary build of the editor (download from the Epic Games Launcher) causes packaging attempts to fail due to a file that is missing. This does not occur in s ...

[CrashReport] UE4Editor_Foliage!AInstancedFoliageActor::PreEditUndo() [instancedfoliage.cpp:2296]

UE - World Creation - Worldbuilding Tools - Foliage - Dec 1, 2017

This is a common 4.18 crash. Users have not provided any description of their actions when the crash occurred. Source Context 2286 void AInstancedFoliageActor::PreEditUndo() 2287 { ...

Rhino Identical sublayer names get numbers appended to corresponding Actors

UE - Editor - Content Pipeline - Datasmith - Importer - Oct 15, 2018

In Rhino, it is possible to have a layer structure in which different parent layers have identical sublayer names. This is common in situations where you have multiple design options, each as a sepa ...

ApplyLimits AnimGraph Node has incorrect functionality

UE - Anim - Rigging - Nov 8, 2018

In AnimNode_ApplyLimits.cpp the inputs for the ConstrainAngularRange function are going to the wrong rotator values. The XYZ of the node's input vec3 is being stored in YPR of the clamped rotator, w ...

Complex collision mesh might lose its collision in the editor

UE - LD & Modeling - Modeling Tools - Mesh Editing - Feb 18, 2020

This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...