When opening a new blueprint for the first time Adding any static mesh component (Engine content or User created) causes the mesh to display with a bright green emissive. This issue occurs only in t ...
Attempting to use UAT on Windows to remotely create a standalone build of a project for Mac fails in 4.19. The error message indicates that it cannot find part of the path to the project's Info.plis ...
If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...
This is a somewhat common crash affecting users in 4.17. They have not provided any descriptions of their actions when the crash occurred. Source Context 110 /** 111 * Walks up ...
This is a trending crash coming out of the 4.18 release, and may be a regression. Users have not provided any descriptions of their actions when the crash occurred. Source Context 347 stat ...
This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 367 uint8* FObjectPropertyNode::GetV ...
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 ...
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 ...
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 ...