Add this code to a function you call from a blue utility widget or any other way to start the import with this code.TArray<UAssetImportTask*> ImportTasks; for (int32 i = 0; i < cFC.Files.Num(); i++) ...
Looks like we are missing code in the Evaluate methods similar to what we are doing in DecompressPose to account for compatible skeletons. The easiest way to repro is in a standalone game because ...
The first time that a Behavior Tree editor window changes from the tree to the Blackboard can cause a crash if you add and remove a key from the Blackboard via a different Behavior Tree editor windo ...
GameplayCues inheriting from GameplayCueNotify_Actor no longer have their Removed functions called when removed via UAbilitySystemComponent::RemoveGameplayCue if GameplayCueNotifyTagCheckOnRemove is ...
Adding a media track(.mp4/avi) into a level sequence causes the editor to hang when scrubbing the timeline, or enabling/disabling the media track. ...
When you delete and replace an asset with the same name, P4 will pick up the delete but not the add. It was mentioned that there is a P4 command (something like "reopen as add") that should be used ...
Via UDN: As has been discussed previously here and in CL 20055361, debug information is sometimes missing when compiling with Clang. We've pinpointed this to debug information not being emitted fo ...
If "Editable when Inherited" is disabled for the static mesh component the issue does not occur. The bug could be related with other UDN cases:https://udn.unrealengine.com/s/case/5004z00001ruXmEAAU ...
Moving a Montage Segment in an Anim Montage via section frame causes the Montage Segment to snap back to the beginning of the timeline. ...