The blueprint that the user is using loses some data when the editor closes and reopens despite saving all of the content. Note: Currently unsure of what exactly causes this but as I am able to rep ...
It seems that the numbers are rounded in VertexFactoryCommon shader. The cube consists of vertices that are very far from the origin and are placed on the screen by placing them at coordinates that ...
DESCRIPTION: When making a mesh with custom collision with the naming convention of UCX and exporting the FBX for use in UE4 the collision will import and update if any changes are made and reimport ...
If you delete a map while it is marked to be cooked in a custom profile, then run the custom profile the map won't be deleted from the profile .ulps. I wasn't able to launch using the new custom pr ...
Reported by multiple users. When in a networked session a GameplayEffect is automatically removed due to:a tag being added that's not allowed, or (TargetTagRequirements.RemovalTagRequirements.MustHa ...
AActor ContainsDataLayer Is Slow: Navigation builds are heavily slowed down by TObjectPtr to TSoftObjectPtr conversions when checking if DataLayerAssets contain Users discovered a huge time los ...
1. Create a hierarchy in UMG that has a couple layers deep of children such as vertical boxes that have multiple children that are vertical boxes, widget switchers .. 2. Collapse all children in th ...
This is a top community crash occurring on Linux. A log file is attached. Additional information is currently unavailable. ...
This is a common crash in 4.18 and 4.18.1. The callstack shares similarities to [Link Removed], although that has been confirmed fixed in 4.18. Included in the same crashGroup are also a few Ensur ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...