When creating fracturing a mesh in PhysXLabs vs UE4 fracture tool with both using Voronoi fracture and set to 25 chunks will give different results. The mesh (Attached below along with reference i ...
OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...
Project crashes when auto save completes after copy/pasting emitters multiple times in a system Encountered same crash testing Blend_Attributes_System and ExpressionsExample_System. Doesn't seem to ...
Crash Reporter: [Link Removed] Opening a project created in 4.6.1 with 4.7 built from GitHub branch 20150203 (last commit: 5bac1375be31053932c7b9123cc3bb94c70dd5e0) results in crash. ...
Texture format override to BGRA8 due to changes in CL-30603716. The following code can restore the previous behavior. void FShadowMapPendingTexture::StartEncoding(ULevel* LightingScenario, ITexture ...
Clicking and holding anywhere on the editor outside the viewport when PIE causes a crash. The AudioRendering thread throws the following assert: Assertion failed: FreeClipIndex < PlayingClipsPool_Au ...
"Distance Field Resolution Scale" in Build Settings is set to 0 by importing assets via "Import into a level". That causes not to genarate any distance field meshes of all assets imported via "Imp ...
The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...
The engine crashes when trying to reimport a skeletal mesh that has no clothing data. This seems related to https://jira.it.epicgames.net/browse/UE-86948. Found in 4.24.1 CL#10757647 Reproduced in ...
When character input is defined in code, adding a call to the Get[AxisMapping] node in blueprints causes input for the specific mapping to fail. Note: This only affects code based input, Blueprint ...