When an MPC is selected as the Source Material Collection for an NPC, all of its current parameters are carried over to the NPC with their current values. After that, if parameters are added to, rem ...
This is a trending crash coming out of the 4.18 release. It may be a regression as there is no record of it occurring in 4.17. User Descriptionsopening a particle from the conetnt browser Source ...
When attempting to set an optimization viewmode while using a Preview Rendering Level other than Shader Model 5, the Optimization Viewmodes dropdown is missing all of its options and instead display ...
During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...
An imported file that resides within the project's folders gets a relative path. That path is not updated it you copy the uasset to another folder, so from the location of the new asset's the relati ...
A particle emitter with GPU sprites on certain settings will shake violently as they collide with the ground. This requires there to be a strong Const Acceleration module and Collision with low resi ...
It seems to have occurred since UE4.23, and the cause was the following part of "ParticleModules_Location.cpp".//From UE4.23 if (bOrientMeshEmitters) { //We have the mesh oriented to the normal o ...
UDN: [Link Removed]Fix SaveToFileCommand : [Image Removed]Problem with private properties serializing structs:[Image Removed]Add support for runtime instantiated UObject classesAdd single restore c ...
Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...
In UE4, "Private" for Blueprint variables was misnamed: its behavior actually meant "Protected". In other words, it can't be read or written to by external objects, but it can be by derived types. A ...