When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...
Adding the d3d10 command line argument to a package project results in a crash. This worked normally in 4.21 and below. ...
When opening the Pick Parent Class window on Linux, the expansion arrow next to All Classes does not properly extend to show all classes. Workaround: After clicking the arrow to extend the drop dow ...
Shortcut will still led to create a new function in the macro library. and this makes engine crash with following callstack. Assertion failed: Blueprint->BlueprintType != BPTYPE_MacroLibrary [Link ...
Reproduced Crash on 4.18.3, 4.19.2, and Main CL 4081612. Licensee states: Based on a quick inspection of the code, it seems FVectorFieldVisualizationVertexFactory::ShouldCache() returns false (req ...
Certain blueprint nodes are noticeably wider than they were in 4.25, and seem to get excessively wide if the user fills in literal pins on them. This was noticed with the Array Add nodes, but may a ...
The end of the level visibility section places a DeterminismFence. This causes the issue. The fence clips the frame range and produces a discontinuous frame ranges, e.g. 23201~24000, then 24001~24 ...
When packaging with only support for DirectX10 RHI, the editor will crash after hitting "OK" on the window that mentions that the Global Shader Cache file is missing. This was encountered while run ...
After creating an editor asset of a custom DataAsset class, if changes are made to to the class and hot reloaded, the editor will crash on close if the editor asset is not saved after the hot reload ...
Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...