A recent UDN brought up two scenarios with dependent actors in RepGraph that could use better comments/warnings. The first is that calling ForceNetUpdate on an actor that is only replicated as a de ...
This is because the metadata is editor only and will be stripped in a cooked build. We should make the behavior of the to string function consistent between PIE and a cooked build. ...
I narrowed down the issue to the Main call of ShadowProjectionPixelShader, and tested (on 4.26 and 4.27) a combo of different material and light shadow settings, as well as enabling transmission on ...
Alejandro Arango 3 days ago In fact, it seems the 4.27 changes are conditioned by WMFMEDIA_PLAYER_VERSION . So the only change needed is in WmfMedia.Build.cs . They only need to change it to say: P ...
D:/Unreal/UE4_Release-4.27/Engine/Shaders/Private/LandscapeVertexFactory.ush(788,3-59): Shader FDebugViewModeVS, Permutation 0, VF FLandscapeVertexFactory[Image Removed]:/Unreal/UE4_Release-4.27/Eng ...
eInterdependencies between the assets aren't always obvious, and sometimes are counter-intuitive (e.g. assigning a material to a new type of asset generally requires saving the material after a usag ...
Right now, plugins installed to the game directory will only load plugin-specific config files with the path /Project/Plugins/PluginPath/Config/*Default*PluginName.ini. However, engine plugins will ...
It looks like this occurs when the grandchild instance window is open. If you close and reopen the Grandchild's window the parameter appears as expected. I've attached a project with the setup step ...