In general, Object names should try to be reused where ever possible. This can help with name clashes and flexibility in finding / referencing objects by name. The implication for UObject::Rename w ...
When an animation sequence has an additive animation track, reimporting a fbx would crash the editor if the new fbx has a different number of frames. ...
Error message: SEGV_MAPERR at 0x3 Source Context: Most recent user affected CL: 3249277 Logs: [Link Removed] [Link Removed] [Link Removed] [Link Removed] CrashReporter User Descriptions:Just i ...
Causing a Nav Mesh update, such as by moving an actor into the NavMesh that will create a hole, seems to be breaking Nav Link Proxies by preventing characters from being able to use them. ...
Resetting the Sequence Record settings in C++ while the Sequence Recorder Window is open causes the editor to crash Regression?: No This also occurs in 4.13 ...
Changing parameter names on a function that is in use in another blueprint breaks the pin connections without warning if the blueprint is not saved before restarting the editor. See the licensee's ...
Error message: Assertion failed: Pose.IsValidIndex(BoneIndex) [Link Removed] [Line: 528] Source Context: 513 const FTransform& ParentTransform = GetComponentSpaceTransform(ParentIndex); ...
Selection highlight cannot be disabled for Skeletal Meshes. They will always have the outline selection and some tinted selection over their faces. Static Meshes do not exhibit this behavior. This ...
A user has reported that, due to a change that was made back before 4.12, SSL certificates for HTTPS are not verified correctly when building on Windows. This is due to the change requiring a bundle ...
Modulated Self Shadow is only ever disabled and enabled for Skeletal Meshes and does not have any effect on Static Meshes. You can use the command r.Shadow.EnableModulatedSelfShadow 1 to enable self ...