When Import a meshes then open the staticmesh editor and turn on the "Generate Lightmap UVs" in the Build Settings. Then hit apply button to genereate the Lightmaps. It will generate the Lightmap bu ...
As stated in the linked UDN ticket, these particle modules are missing their InitializeDefaults code: ParticleModuleMeshRotation ParticleModuleMeshRotationRate ParticleModuleMeshRotationRateMultipl ...
ChildActor Component spawns at the wrong location as long as the actor that the ChildActor is referencing has the StaticMesh set as the root and simulating physics. User Description: Basically I h ...
From a Draw Material Triangle you cannot use a Material calling vertex color and the provided Vertex Color Pins to yield color on the HUD drawn triangle. It will always appear White. [Image Remove ...
When using a Destructible that is using the Event OnComponentFracture and the flags for Debris timeout/max separation and Debris Enabled will cause the event to fire for each chunk removed from the ...
From AnswerHub: Utilising 128 textures in a material does not work in Linux, its still limited to 16 (actual 12) on OpenGL platforms, I looked at the commit that implemented it and I don't see anyth ...
In a material function, after adding a scene depth node and applying it to the Output Result node a warning pops up. This warning is Only transparent or postprocess materials can read from scene dep ...
Set Actor Enable Collision is not replicated. Reproduced in 4.7.6, 4.8.2, and Main (//depot/UE4/Promotable-CL-2619427) ...
Grass output in materials draws over masked locations, such as landscape visibility holes. ...
In the destructible editor, the Custom Impact Resistance flag does not work. After adjusting the Impact Resistance value and then disabling it, user will see the same behavior. ...