When using a non-ASCII language in the editor text in UMG will not display correctly. Found in 4.23.1 CL#9631420 Reproduced in 4.24 CL#10053396, 4.25 Main CL#10050790 ...
EDIT: Date: 1/21/2015 Adding the [Link Removed] Duplicating a map in the Content Browser crashes the editor. It does not matter if the map being duplicated is the currently open map or not. EDIT ...
According to Licensee's report, Root motion is incorrect when use URO. I Investigated, in the case of "Montages Only" become TrailMode in URO. Normally Animation Interpolation has implementation, ...
When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...
If using the Legacy renderer (Movie Scene Capture) with DefaultRHI DirectX12, there's new delay and also some frames get weird artifacts. However, the delay and artifacts do not appear when using ...
Very rarely, the game client will crash on shutdown and the log will contain messages that look like: LogOutputDevice: Error: Ensure condition failed: false [File:Engine\Source\Runtime\RenderCore\ ...
When creating fracturing a mesh in PhysXLabs vs UE4 fracture tool with both using Voronoi fracture and set to 25 chunks will give different results. The mesh (Attached below along with reference i ...
The r.SSR.Temporal console variable value is always set to its debugging value of 0 instead of being at its default of 1 Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 P6 (CL - 798402 ...
OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...
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 ...