Application crashes when using nodes in Editor Scripting category in package. The reason is that the processing of the node in the Editor Scripiting category is surrounded by #if WITH_EDITOR. As ...
Licensee seems to add a Toggle track by default when adding ParticleSystem to the sequencer.Correct toggle track image.[Link Removed] ...
Asynchronously loading a level that has one or more Actors using the "Async Load Primary Asset" node will enable dirty grug for that level asset. The cause is a modified code(CL-3764602) for the [L ...
A crash occurs when you press the Shift key + [.] (Period) key after double-clicking on one of the arranged level sequences in the master sequence. The cause is ActiveTemplateIDs of FSequencer. The ...
Changing a variable of a component with an instance of BP derived from StaticMeshActor or SkeletalMeshActor attached to another actor will cause that variable to be read-only. It did not reproduce w ...
According to Licensee's report, Root motion is incorrect when use URO. I Investigated, in the case of "Montages Only" become TrailMode in URO. Normally Animation Interpolation has implementation, ...
If landscape was rotated, Ramp tool does not work properly. In particular, the debug display is not working properly.It is tilted diagonally. ...
Collision preset setting is not reflected correctly in case of original class inheriting Primitive Component. Probably the cause is UPrimitiveComponent :: PostLoad (). Since FCollisionResponse :: U ...
RecastNavMesh is not generated at the sub level dynamically added in C ++ in 4.20. In 4.18, 4.19 it was generated normally. Probably, changes to the large number about NavMesh systems from 4.19 to ...
It seems that "Enabled per poly collision" with "Support compute skincache" causes a crash at runtime immediately. We can easily reproduce it with ContentExample. The logs at the crash timing... L ...