This is a common and longstanding assertion that has occurred since at least the 4.13 release. User DescriptionsI was messing with a sequencer's camera settings (not playing back, but active) and c ...
Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors Changes needed for / issues found with each emitter:A ...
Character velocity is registered while walking against physics objects and vehicles User description: I'm trying to rely on velocity to know when an actor is moving so that i can stop the walking ...
This problem is caused by an incorrect calculation of the number of chunks in the read request. Here is the workaround applied by the licensee : int64 FSignedArchiveReader::PrecacheChunks(TArray<F ...
When a Chaos joint constraint is first created, having linear/angular plasticity enabled will unexpectedly force its linear/angular drive position target to zero on initialization, disregarding the ...
When a capsule collider passes from the top of one piece of geometry to another that is very close the OnHit event doesn't fire. I have attached a project that demonstrates the issue in 4.23. A vid ...
It has no this issue if only open previous cloth assets in 4.14The issue happens only if reimporting or updating the .apx or .apb and assign to the material slotReimporting both FBX skeletalmesh file ...
For example in cutscenes, the users use FBoneContainer::SetDisableRetargeting to temporarily use a specific shared animation without retargeting. But the function does not work correctly. We can fi ...
The Spawn Actor from Class node outputs an Actor reference when a Select node is attached to the Class input, even if both options are of the same child type. For example, if two Characters are the ...