FAnimationRuntime::BlendPosesPerBoneFilter() causes an assertive crash when Skeletal Mesh LOD is changed

UE - Anim - Runtime - Nov 1, 2023

The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...

FBX 2016 Z-Up fails to import on some FBX files

Tools - May 24, 2016

When using Z-up for Axis Conversion on export using FBX 2016 from a modeling program (3DS Max 2016 used for this test), this axis selection will fail to import with the warning listed below. If usin ...

Direct Capsule Shadows with Point Lights also project shadow on opposite side and direction

UE - Graphics Features - Dec 14, 2016

When using a Direct Capsule Shadows on a skeletal mesh with a Stationary Point light, depending on the point lights placement, light source radius, and nearby surfaces will cast the shadow on the op ...

Cannot package an Engine plugin if another Engine plugin depends on the plugin being packaged

UE - Foundation - Cpp Tools - Plugin System - Nov 12, 2018

Packaging an Engine plugin fails if another Engine plugin lists that plugin as a private dependency. In the two attached plugins, PluginA lists PluginB as a required plugin in its .uplugin file, and ...

Renaming blueprint macro causes Failed import for EdGraph errors

UE - Gameplay - Blueprint - Feb 4, 2022

Macro libraries try to support guid-based renaming: when a specific macro is renamed blueprints using the old name will automatically point to the new name and work properly. However, this fixup hap ...

BoneList and BoneFilterActionOption in LOD0 of LODSettings are displayed after editing other LOD level

UE - Anim - Runtime - Jul 31, 2023

BoneList and BoneFilterActionOption in LOD0 of LODSettings are filters by the following code. void FSkeletalMeshLODSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder) { ... st ...

GetOverlappingActors/Components ignore physics actors spawned in with zero movement

OLD - Anim - May 15, 2017

GetOverlappingActors/Components ignore physics actors spawned in with zero movement. This only effects actors where the root is the DefaultSceneRoot and not the Static Mesh Component. User Descript ...

User Struct value set through a component is reset to default when modified through the level instance

UE - Gameplay - Jul 3, 2017

Struct value set through a component is reset to default when modified through the level instance. If it's not set through the component, it works fine. User Description: There is a bug in the eng ...

[CrashReport] UE4Editor_Landscape!ULandscapeInfo::RecreateLandscapeInfo() [landscape.cpp:2128]

UE - LD & Modeling - Terrain - Landscape - Sep 28, 2017

This is an early trending crash coming out of the 4.17.2 hotfix, with no record of occurring previously. The callstack is very similar to [Link Removed] (fixed in 4.17.2) and may be related. Users ...

Depth reading features on devices without framebuffer fetch are relying on undefined behaviour.

UE - Platform - Mobile - Oct 26, 2016

For devices without framebuffer fetch we are relying on undefined behaviour for depth reading with decals, mod shadows and depth reading materials. (ES2 spec: 3.8.6 Texture Framebuffer Attachment). ...