This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...
When using a DM that has Crumble Smallest and Impact damage enabled there will be instances where the residual mesh before fracture is left behind. What appears to happen is there is a force large e ...
This is a common crash that has been affecting users since at least 4.15. This may be the same issue as [Link Removed], which was closed due to inactivity User Descriptionsloading a level Source ...
Renaming a Sequencer spawnable actor in the World Outliner will revert back to the old name on save. Not a regression because Sequencer spawnable actors in 4.16 didn't show in the World Outliner. ...
This is a common crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. The callstack seems to be the same as [Link Removed], which ...
It seems that "Enabled per poly collision" with "Support compute skincache" causes a crash at runtime immediately. We can easily reproduce it with ContentExample. The logs at the crash timing... L ...
When using the Orthographic Camera view (such as that used with the Paper2D Template) any lights that are distant from the world origin will start to fade out as if they are being culled. The distan ...
The plugin fails to be created with the name "Button". The name button or BUTTON works as a plugin name. If there are some names that plugins cannot be called, then an error/warning message in the o ...
A user has reported an issue where Possession replication or Character Movement replication, unsure of which, is not working properly for some clients. It seems to work fine for the first client but ...
In NormalizePackageNames() (PackageUtilities.cpp), there is a PackageFilter parameter, which can be set to exclude developer packages (NORMALIZE_ExcludeDeveloperPackages). The code only checks the b ...