Workaround is to specify Binding Overrides on the LevelSequenceActor through its Details panel as such (while editing the LI). ...
Plugging in a SceneTexture:WorldNormal masked to RG into the Opacity of a Translucent Default Lit Material and assigning this material into a Particle System will crash the editor. Crash Reporter: ...
This is not a regression. Tested in //UE4/Release-4.27 CL 18319896 Making changes to a Camera Shake while previewing the Camera Shake triggers an Assertion upon compiling. ...
This will occur when changing between all Import Types (so long as Create Materials is checked). The callstacks are slightly different depending on which Import Type you switch to. [Link Removed] ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
This is a somewhat common crash that has occurred since at least the 4.16 release. User DescriptionsReimported a skeletal mesh from an FBX file.reimported static mesh Source Context 70 v ...
Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...
User does not change anything in Client Play Camera Shake. Reproduced in 4.8 and Main (//depot/UE4/Promotable-CL-2581498). This is a Regression: it works as expected in 4.7.6 ...
'Directions are not Compatible' error on ForEachLoopWithBreak if split struct pin is disconnected from Enum type. Note: If the pins are reconstructed and the resplit, the error is fixed. ...
When Launching, the level will crash as long as the world grid material is applied in the scene and needs to be compiled. If you attempt to package the project it will fail with the error "unable to ...