The crash only occurs if the additional skeletal mesh component is used with Set Master Pose Component (see ToggleAttach function in the TopDownCharacter BP). It doesn't seem to matter what mesh we' ...
The 5.5 version of the CitySample project, particularly the MassCrowd scene, was not properly maintained. The previously working functionality of NPCs being able to sit on a bench is now broken. CAS ...
When renaming or duplicating a LevelVariantSets asset that contains a Director Blueprint, the internal DirectorClass reference becomes mismatched. Although the DirectorBlueprint pointer updates corr ...
This is a regression. In 4.19 and Main (CL 4008322), vertex color information does not save properly and data is lost when editor is reopened. Creating project from scratch instead of copying over f ...
In UE 5.5, the fix applied by CL 36529858 in ue5-main updated USkeletalMeshComponent::ClearAnimScriptInstance() to call AnimScriptInstance::UninitializeAnimation() on the animation instance. This, i ...
The built-in class "UMaterialEditingLibrary" provides various editor scripting functions related to creating and editing materials and material instances. One of these functions, UMaterialEditingLib ...
When rotating a button in the UMG blueprints and then moving through the edge of the canvas panel it causing the button to clip as though it was never rotated. Update: This also happens when placi ...
Users project crashes when opening level that loads multiple sub-levels. Unable to reproduce this in a clean project so the users project is provided though Epic's box account (link is in the repro ...
This is a trending crash coming out of the 4.17 release. Update: also occurring in 4.18 User DescriptionsCompiled after Refreshing Blueprint node after changine its namePressed compile after creat ...
A customer noticed that root motion did not mirror properly when using montages. The issue is that the root motion mirroring code is only called from FAnimSync::TickAssetPlayerInstances . Th ...