When importing the attached FBX file, the engine crashes the libfbxsdk module. The same FBX can import successfully into 4.9.2 with only bone errors listed in the Message Log. Crash Reporter Link: ...
User report of an assertion that fires on editor reload during an attempt to reload an AIController-based Blueprint class with a dependency on a child Blueprint class, both created in a previous edi ...
Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data. It looks like the X and Y collision shape rotation in the world ...
Using the Execute Console Command 'r.SetRes 1920x1080f' directly with an Event BeginPlay node within blueprints, any Stationary/Movable Skylighting information is no longer visible. A simple workar ...
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 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 ...
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 ...
The licensee wants to record the same number of frames as the animation in "Content/TakeRecorder_test/Grayman/anm/". I thought that increasing the number of frames by 1F on Sequence would solve the ...
There is a bug when performing an undo/redo on pasted or spawned actors in Sequencer. It appears that the transaction system is re-creating an actor on redo, but Sequencer doesn't see that, so it ...