BRANCH: MAIN CHANGELIST: 2323471 PLATFORM: Windows DESCRIPTION: Creating an FBX with media embedded and later overwriting that FBX with a new file that updates the material and the mesh, only the ...
This is a common crash affecting users in 4.16. The callstack is similar to [Link Removed], which was fixed in 4.13. User DescriptionsAccidentally duplicated a blueprint with multiple static mesh ...
Licensee also posted on Asnwerhub here, https://answers.unrealengine.com/questions/220787/bug-net-cull-distance-doesnt-work-when-the-player.html Also Reproduced in Main Promotable-CL-2535351 & Rele ...
User comment in crash group:Please Contact me to help fix this. I don't know what else to do. 41 FQuatRotationMatrix(const FQuat& Q) 42 ***** : FQuatRotationTranslationMatrix(Q, FVect ...
The conditions for this bug are fairly specific. The actor must be statically placed, with its only replicated property being the fast array, and net.PushModelSkipUndirtiedFastArrays must be enabled ...
When using infinite or duration-based effects, required and ignored tags will have no effect on attribute modifiers. This appears to be caused by OnAttributeAggregatorDirty (GameplayEffect.cpp:2917) ...
Looks like the resize that does the safe zone update is done before the orientation is updated. I suggested swapping the order to licensee in the UDN ticket and it worked for him. This should be t ...
This is a speculative bug report from the user. The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...
When a material is created and saved using the fresnel node, the fresnel effect does not show in the Content Browser thumbnail. Also, when editing the material, zooming in and out with the mouse wh ...
BRANCH: MAIN CHANGELIST: 2322258 PLATFORM: Windows DESCRIPTION: When importing a mesh into the editor if there are multiple LOD setup meshes in a single FBX they will not import as a single asset w ...