In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
This is a trending crash after the 4.17.2 hotfix, but has occurred since 4.17.0. Users have not provided any description of their actions when the crash occurred. The callstack shares similarities ...
With windows 10 there has come some new swap chains, which unfortunately messes some things with regards to fullscreen up. We've fixed a bunch in the renderer (which would downright cause crashes), ...
Reported behavior: Given Level_A which contains object_X, where object_X references Level_BDeleting object_X causes AssetRenameManger to check if we need to patch up other levelsLevel_B is load ...
Packaging for iOS Distribution from Windows using Remote Compile results in a failure during the signing portion. This seems to be caused by a hardcoded "false" for a property that is used to determ ...
This is not a regression. We have 2 issues here. First we have different tiling for the different materials, since the way sketchup handles texture scale. They scale the UVs of the object instead ...
It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...
UBT Output log encoding does not match if non-ASCII characters are in the UBT output. Before UE4.23, UBT output encoding problems only exist in the editor "Compiler Log" under Developer Tools, and i ...
We may fix this issue by the following codes. FPakPlatformFile::FPakPlatformFile(): LowerLevel(NULL) ,bSigned(false) { // remove //FCoreDelegates::GetRegisterEncryptionKeyMulticas ...
[Link Removed] Jan Kaluza 2023-09-08 15:37:18 UTC I just ran into a very frustrating bug: I have around 60 actors in a sequence, and I reordered them to be in the order that I wanted to animate them ...