When both an object and one of its components have transform tracks, exporting to an FBX will have inconsistent results. ...
UAT has intermittent crashes at the end of packaging. Looks related to [Link Removed] . Could be that the solver is being destructed after the null check earlier in the function if this is multit ...
When the user toggles sub anim instance properties, the properties will be enabled on the node, but will not be shown in the Anim Preview Editor. The user will have to compile the animation bluepri ...
This can happen with any mode. What actually happens is, when closing the Editor, the Editor saves its layout before closing the active Editor Mode, which leads the editor to think the tabs are sti ...
I checked the c.haos code quickly. I think it caused by the function "bool FInitBodiesHelperBase::CreateShapesAndActors()". In this function, the CreateActor_AssumesLocked function will ignore the s ...
The same repro steps on 4.26.2 will launch the project successfully. Packaging a project once to create complete ShaderMaps will work around the issue. ...
RPCs called on actors force a channel to be opened and the actor to be replicated at least once. If the RPC is called on a new replicated component while the actor channel is already open, but the ...
When a world partition level (but streaming disabled) is placed as a LevelInstance in another world partition level, actors in the inner level are cooked with an outdated component hierarchy until t ...
Enabling Shared Material Shader Code will cause a crash on tvOS From user: "We originally enabled Share Material Shader Code long before trying a tvOS build, making this crash tricky to debug. W ...
Structs cause packaging to fail when Blueprint Nativization Method is set to "Inclusive" Note: Appears to be a regression (worked in 4.15.1) Error example: UATHelper: Packaging (Windows (64-bit)) ...