A Parameterized Vector4 are being treated as Float3. This prevents users from being able to use Vector4s in an If node during runtime. This is seen as far back as //UE4/Release4.22 cl 8065155 so th ...
The engine does not free the LevelRenderAssetManagers array elements in FRenderAssetStreamingManager when changing lighting scenarios. Following code can avoid this issue. void FRenderAssetStre ...
When snapping is disabled, the rotation gizmo never seems to stabilize. Continuing to hold the mouse down, even with no movement, will result in the rotation amount to continue changing by small amo ...
When previewing an object, manually changing the rotation using the Lighting Rig Rotation rotates Environment Map and Directional Light in opposite directions. This bug makes it difficult to do look ...
When previewing an object, the lighting angles change between profiles; the lighting position at '0' will also change when the Lighting Rig Rotation is set to another value, then back to 0 again. ...
User description: When I run two windowed standalone instances to test multiplayer, the unfocused window gets about 2-5 fps...but if I focus on it, smooth 120fps, yet the opposite screen is now onl ...
From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
The ObjectScale node does not output the correct values in the material editor. This method works to tile images with a Surface Material Domain on a basic plane, but does not work when using it with ...
Merging actors with cast shadows disabled causes the merged actor to be unable to cast shadows at all. Toggling the Cast Shadows option does not resolve the issue. This is seen in //UE4/Release-4.2 ...
The sRGB flag is check and set in PostEdit, so when I editing the asset will be correct. And I'm checking again with RHI, so there seems to be no drawing problem.[Link Removed] It seems to be corre ...