This is a common crash that has occurred since at least 4.14. The callstack is nearly identical to [Link Removed], which appears to be fixed in 4.18; and [Link Removed], which has not. The differen ...
Adding a material to an FBX with a Multi/Sub-object material, then reimporting the FBX will not import the new material. The material element will be added to the mesh but the material applied will ...
Dynamic resolution dynamically changes the the size of the viewport in render targets. The thing is when the resolution changes: it is reprojecting previous frame that is stored in history render ta ...
This issue is resolved by changing Paper2D's LoadingPhase to PostConfigInit, but this is a workaround. We suggest a better long term fix via AssetRegistry changes (see comments). In the default la ...
"Hello, we've found a quirk with ABP's pose watch and compatible skeletons. Same setup as above. We have skeleton A as the base and skeleton B as a compatible skeleton. They both share similar hiera ...
This seems to be a result of how the changemask is handled for fast arrays. Because the changemask is a fixed set of bits (defined by IrisFastArrayChangeMaskBits), a single bit can represent multipl ...
A licensee has reported that the USkinnedMeshComponent::FindClosestBone function does not respect the bRequiresPhysicsAsset parameter, resulting in the bone returning bones that are not part of the ...
Quickly using alt-tab with a blueprint in a new window causes the event graph to capture input of the alt key. This issue does not occur when the blueprint is a tab of the main UE4 editor window. Th ...
User is experiencing an import issue with a 3DS Max 2019 file. Their workflow is as follows and works for all their assets but this one:Original file created in revit 2019Import revit link to 3dsmax ...
The UDN has a possible fix for this issue in the Component Type Registry You can use the following as a test C++ class: #pragma once #include "CoreMinimal.h" #include "Components/ActorComp ...