Workaround:Open M_TableRound, move a node. Save the MaterialReopening the project seems to fix the issue Replacing the reference of the deleted table texture is rendering default material. Note T ...
artists are dealing with greatly increased iteration times due to long shader compiles when working in the material editor. This has regressed over time as we add more features to the point were wor ...
When an actor with geometry collection is destroyed, the engine doesn't remove elements from array in the ChaosSolver So illegal references occurs. Removing element with following quick fix code ...
When using Capsule Indirect Shadows for Skeletal meshes who have their ILCQ set to Volume, and loading a SubLevel with it's actors not within the current camera's view, the indirect lighting is blac ...
Auto-weld is Enabled even if the blueprint component is set to Simulate. This only effects blueprint, static mesh actors in the world still disable Auto-weld if set to Simulate. This is a Regressio ...
This issue is not a regression, it has been broken since the start of UE4. This bug may be related to [Link Removed] . Per licensee: We are trying to replace certain materials with material instan ...
This is an infrequent Mac crash that has occurred for a few users in 4.17. Users have not provided any description of their actions when the crash occurred. The callstack has a few similarities to ...
If you open a material with the speedtree node plugged into WPO and then use a texture coordinate(index of 2) in base color the material will no longer compile properly. The full error is "Error [ ...
This is a common crash that has occurred since at least 4.14. The callstack is nearly identical to [Link Removed], which appears to be fixed in 4.18; and [Link Removed], which has not. The differen ...
A licensee has reported that the USkinnedMeshComponent::FindClosestBone function does not respect the bRequiresPhysicsAsset parameter, resulting in the bone returning bones that are not part of the ...