Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...
Users have reported that building for Distribution on Gear VR results in failure due to a missing Oculus library. The error they receive is as follows: UATHelper: Packaging (Android (ETC2)): [javac ...
The World Outliner doesn't refresh after Seamless Travel. Enabling any of the View Options will refresh the list to properly show the actors in the current level. Reproduced in 4.7.6 binary and Mai ...
Using the Merge Blueprints feature crashes the editor. This repro is for clicking between the error and warnings while merging, but the editor will generally crash if the Merge is finished or if an ...
While doing some extra testing of the Submix Analyser fixes, I noticed there is a setting to set the channel of the submix to give the analyser. It always works for channel 0, but changing it to any ...
Random Stream variables in the GameMode are reset every PIE. Workaround is to use Set Random Stream Seed before using the Stream value. Reproduced in 4.7.6, 4.8.1, and Main (//depot/UE4/Promotable ...
This crash is caused by how source control history is managed and shown. In this specific case the source control software is Perforce. As written in the repro steps, it can happen to any uasset tha ...
An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...
Launching or packaging for iOS does not work on our Windows 10 machine however we are able to package and launch onto iOS devices from Windows 7 machines. Using the File > Package > iOS option with ...
Given a Movable Light with a Movable Mesh with enabled Self Shadow Only, the mesh will not cast inset shadows (despite this option begin forced to true according to Tooltip) unless the mesh is selec ...