A crash may occur when changing the MaterialQualitylevel via Scalability due to a race condition. The issue occurs because in ScalabilityCVarsSinkCallback(), when it creates the FGlobalComponentRec ...
A user reported an issue where the cones that represent angular constraints in the PHAT editor are not rendered if Separate Translucency is disabled. This may be related to another issue with Separa ...
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 ...
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 ...
Physics Assets & Skeletons referenced by the skeletal mesh will load materials & textures from their default skeletal meshes into the statistics window. Either the statistics window is incorrect abo ...
When using the "Does Container Match Tag Query" node doesn't return true when a gameplay container member has the searched for gameplay tag in a blueprint that has been nativized. Packaging in Excl ...
Using at least one source of kinematic collision on a vehicle causes animations or movement to not function any longer. This issue persists on child bones and collisions as well. Users are unable to ...
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 ...