If you merg actors with LODs with the setting LODSelection Type set to "Use all LOD levels" then apply a material to the element 0 assigned to LOD1 the engine will crash.
NOTE
I wasn't able to repro this crash when the merged assets already had materials applied to all of their LODs in the static mesh editor before the merging process.
ALTERNATE REPRO with merging process included
RESULT
Crash
EXPECTED
The material is assigned to LOD1 for all merged assets.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.13, 4.14 |
Target Fix | 4.14 |
Fix Commit | 3148991 |
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Main Commit | 3153517 |
Created | Sep 12, 2016 |
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Resolved | Oct 3, 2016 |
Updated | Apr 27, 2018 |