Hi, We are trying to use Mutable plugin to avoid clipping using the RemoveMeshNode with data from DataTables. However we are having trouble with the most basic example of our idea. We have a Data ...
The result with Chaos is not wrong, rather it returns a correct correction vector, that vector is perfectly horizontal to the teleport buried against the landscape mesh. Therefore, teleportation wil ...
Pasting from the UDN: Unsafe code in AbilitySystem can lead to crash when granting an ability inside OnAbilityEnded Hello. We just ran into a crash. After investigation, it seems to be caused by ...
This is a common and longstanding SpeedTree import crash that has occurred since at least 4.14 for over 100 users. This seems to be the same issue as a previous Jira from 4.10 which was closed wit ...
User is trying to use the Functional Test class to construct some automated test cases. Whilst doing this they noticed that adding a BP_Actor (just a static mesh engine cube) that simply rotates (v ...
Context: Static Mesh Spawner is used to spawn one static mesh per point in the provided point data. PCGMeshSelectorByAttribute is used to select an entry based on an attribute present on the mesh. ...
This is a specific subset of D3D HUNG crashes from [Link Removed]. This JIRA is for the crashes with the following results from Aftermath: [105]LogRHI:Error: [Aftermath] Status: Timeout [105]LogR ...
When the character class is set to always relevant, if a client travels very far away from another character, such that the character is relevant but the component they're standing on is not (but al ...
Crash Reporter information added for 4.7.2 - 4.7.6 Also Reproduced in Main Promotable-CL-2527312 Crashes from current engine seem to be predominately from Open World Content Assets. including Rep ...
Context: By default, Unreal Engine creates both simple and complex shapes, then, based on what the user wants (complex query versus simple query), the physics solver will use the corresponding shape ...