When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...
If you are using a large amount of Niagara, you will experience excessive load times in PIE even if nothing is changed. The following code change seems to be effective as an interim response. void ...
Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor. Not using the Specifier or deleting the unused Marco will allow the BP to compile fine. **Only rep ...
Not all material elements are created and assigned to the static mesh using multiple materials. With the attached mesh, only the first element is created and the other two are left non-existent. I c ...
If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...
Licensee has reported intermittent crashes when loading a map that contains Child Actors with Text Render Components. When the child actor blueprint is spawned all of the text render components st ...
User reports that if more than 5 trackers are connected, UE4 crashes Suggested fix: Root cause of bug is related to the fact that UE has no setup to receive input events from Vive Trackers. (we ha ...
This a repost of a question that I posted to ue5help but it got closed before I got an answer. I am open to making the changes I've requested here and sending them back if that will expedite things. ...
Right now, plugins installed to the game directory will only load plugin-specific config files with the path /Project/Plugins/PluginPath/Config/*Default*PluginName.ini. However, engine plugins will ...
When playing in editor is running at a lower fps (<20) there is very noticeable input delay that wasn't present in 4.27.2. Works correctly while playing in Stand Alone or Packaged. Tracked this iss ...