When provided sample project is run in PIE, crash occurs after call to SetMaterial() is made in code. Downloadable Project: [Link Removed] CrashReporter: [Link Removed] ...
In a project where WITH_RUNTIME_PHYSICS_COOKING is used and creates a procedural collision component, the logs are spammed with messages about the spawned components requiring runtime physics cookin ...
Player Collision Viewmode does not accurately display static mesh actors with visibility set to false. The Player Collision viewmode does recognize visible actors, but invisible actors are ignored. ...
Character is not rendered for frame between Death animation and conversion to ragdoll physics In the linked movie, if you pause at the 34 second mark and play frame by frame, you will see the chara ...
When using a raycast trace against a blueprint that has a child component with multiple materials will cause the editor to crash after a few times. This will not be an instant crash, but requires th ...
Starting position of physics simulated bp is different in Standalone Game User Description: Things work fine in the editor window, but when I run a standalone game then blueprints with physics bod ...
Calling SetMassOverrideInKg reaches back to a "check(GEngine)" call in BodyInstance.cpp (line 2998). B/c of this check, the engine will crash on load if SetMassOverrideInKg is called inside a class ...
When importing licensee's provided asset the Physics Asset generated will completely break the Perspective View in PhAT. The other orthographic views will work as intended though. The licensee has ...
Switching the skeletal mesh of an actor during PIE crashes the editor. Frequency: 5/5 Crashreporter: N/A ...
When an actor that is spawned at runtime is moved via SetActorLocation and collides with a static object, no hit events will be fired. If the same static actor begins simulating physics, the dynamic ...