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 ...
With windows 10 there has come some new swap chains, which unfortunately messes some things with regards to fullscreen up. We've fixed a bunch in the renderer (which would downright cause crashes), ...
Reported behavior: Given Level_A which contains object_X, where object_X references Level_BDeleting object_X causes AssetRenameManger to check if we need to patch up other levelsLevel_B is load ...
Packaging for iOS Distribution from Windows using Remote Compile results in a failure during the signing portion. This seems to be caused by a hardcoded "false" for a property that is used to determ ...
It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...
UBT Output log encoding does not match if non-ASCII characters are in the UBT output. Before UE4.23, UBT output encoding problems only exist in the editor "Compiler Log" under Developer Tools, and i ...
Tested in 4.19, 4.20 Preview, and 4.21 Main. Per User: Lack of the ability to tune-up the Exposure Compensation makes the scene lighting look visually incorrect, especially in fully baked environ ...
[Link Removed] Jan Kaluza 2023-09-08 15:37:18 UTC I just ran into a very frustrating bug: I have around 60 actors in a sequence, and I reordered them to be in the order that I wanted to animate them ...
From a community member: Are you responsible also for the FootPlacement node? Its fantastic, but there is a possible bug with the walkable surface handling. It tries to step even on vertical surfac ...
If the project is hot reloaded while a Switch on Enum is inside of a blueprint which is switching on a custom enum, the switch will become corrupted. It changes the 'selection' pin to take a Byte pa ...