See the SpinningObjectStability test map in the Physics Sandbox. [Link Removed] It's not clear if this is a bug or a side effect of some of our solver shortcuts (e.g., omission of the precession te ...
Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...
When moving a sphere using Add Actor World Offset, hit events on that sphere are not fired. However, doing the same thing with a cube causes hit events to fire off as expected. When you enable grav ...
Error message: Assertion failed: ModuleInfo.Module.IsUnique() [Link Removed] [Line: 557] Source Context: Most recent user affected CL: Logs: See attached Issue call stack shares some similariti ...
(Enduring Games) Please see UDN - Case includes project and potential fix from customer. Need to verify that it does not affect other parts of the volumetric composition. bHasValidSamples is the sam ...
It appears that only custom event nodes support a deprecation message. In fact, we need all nodes that use delegates in some fashion to support a custom deprecation message. Both UK2Node_ActorBoundE ...
In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...
A hard crash can happen when applying auto convex collision to a complex mesh that is below a certain build scale or screen size. The meshes that cause this have higher poly counts and increasing th ...
When an iOS device receives and answers a call that interrupts a UE4 game, the game will no longer have audio after the call in completed. Expected: End of call returns to gameplay with audio. Actu ...
This is a common crash affecting users in 4.16, unfortunately they have not provided any additional information. Source Context 406 if ( IndexPtr == NULL ) 407 { 408 L ...