In USkeletalMeshComponent::ApplyAnimationCurvesToComponent, while InMaterialParameterCurves and InAnimationMorphCurves are independent of one another, if either of them is empty neither is passed on ...
Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...
UPlayMontageCallbackProxy::CreateProxyObjectForPlayMontage creates a proxy object and immediately calls PlayMontage. If the montage fails to play (no mesh component, no animinstance, Montage_Play it ...
In AnimNode_ApplyLimits.cpp the inputs for the ConstrainAngularRange function are going to the wrong rotator values. The XYZ of the node's input vec3 is being stored in YPR of the clamped rotator, w ...
When you are using the editor compiled as debug-editor, combining the use of a pose cache, RootMotion Everything setting, could trigger an exception. ...
This is a common crash coming out of the 4.18 release. User Descriptionsnow it crashes every time I click the "Two Bone IK" node. Hmmm... Source Context 261 int32 FBoneContainer::GetParen ...
This is a trending crash coming out of the 4.18 release and may be a regression. Users have not provided any details about their actions when the crash occurred. Source Context 528 template ...
Mesh Flicker when Two Bone IK is stretched ...
Crash in Hand IK Retargeting with two entries under "IKBones to Move" Only seems to happen when you have a hand bone in the second slot of "IKBones to move" ...
Error message: Assertion failed: Pose.IsValidIndex(BoneIndex) [Link Removed] [Line: 528] Source Context: 513 const FTransform& ParentTransform = GetComponentSpaceTransform(ParentIndex); ...