Foliage spawned from Landscape Materials is rendering offset from the Landscape the material is applied to. I can reproduce this issue with or without Edit Layers enabled. I'm unable to reproduce ...
BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...
Using OnRep_StaticMesh() in code or using the Set Static Mesh node does not replicate across server/client in game. ...
This is a common crash affecting users since at least the 4.14 release. It was previously associated with [Link Removed], however that has been marked as fixed. Source Context 221 void Veri ...
This is a common crash affecting users on Windows and Linux. It also appears related to an older Mac crash ([Link Removed]). Users have not provided any new descriptions. Source Context 959 ...
This is a common cook crash affecting users in 4.16. It is possibly the same issue as described in [Link Removed] for past engine versions. Source Context 33 virtual void Serialize(void* ...
Final bits of logging show:D/UE4 : [2019.03.18-16.36.59:236][ 0]LogInit: Display: Starting Game. D/UE4 : [2019.03.18-16.36.59:236][ 0]LogNet: Browse: /Game/FirstPersonCPP/Maps/FirstPerson ...
The Asset Audit window uses the content browser to display information about both real assets and fake assets like chunk definitions. When you hit the Add Chunks button, it adds several fake assets ...
We do have very inconsistent system between Static/Skeletal and the current name is set for ScreenSize. However, Static mesh and HLOD are using ScreenSize name for Screen area calculation. We wan ...
Having Child Actor Components that are set in code can cause data loss upon compiling the blueprint. In this particular scenario, there are two custom Actor classes involved, MainActor and SubActo ...