This appears to be a UE4 bug in the way it handles the importing of FBX Material IDs from 3DS Max exports.Max uses set Mat IDs to organize multiple materials on a single object.UE4 correctly handles t ...
Blueprint Structure tooltip edits get discarded. Current workaround is to make a secondary change that is not needed along with the desired change, Then edit it again to remove the secondary change. ...
Instanced and skeletal meshes produce an overlap but fail to compute an MTD, resulting in the logging of "OverlapTest says we are overlapping, yet MTD says we're not" in LevelActor.cpp ComponentEncr ...
Volumetric lightmap holes appear every fifth build. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4348893 ...
Issue was traced to CL4018267. Shader hashes are not preserved during cooking anymore. This is failing the check in void FShader::Register() { FShaderId ShaderId = GetId(); check(ShaderId.Materi ...
Setting the lifetime for one of the visual debug helpers (a sphere was used in the repro, but the results should be similar for any of the debug helpers) to a value of 0 or less should make the debu ...
Attempting to play Haptic Effect SoundWaves on both Motion Controllers will cancel or interfere with each other. Tested with Oculus Also confirmed in Main 4348893 ...
Licensee reports very long C++ compile times during packaging after nativizing a UMG Blueprint asset containing a very large and heavily-nested widget animation hierarchy. The support thread outlin ...
Changing the variable type of an Event Dispatcher in the Blueprint editor results in an impossible to compile situation. The BP must be then recreated due to being unable to remove the unattached ev ...