FBX imports non-sequentially named Skinxx id's will not import all material elements

UE - Editor - Content Pipeline - Import and Export - Jan 25, 2016

When importing an asset that is using the naming convention for SkinXX to order material elements does not work properly when the elements are not sequential. Any material that is not in sequential ...

[CrashReport] UE4Editor_SlateCore!FHittestGrid::FindFocusableWidget<<lambda_3a8b364273a2882da220e6e492096c17>,<lambda_d0075a811a928600995d1b2de6795365>,<lambda_105424556dbaeebf7f5bf9bed3e2f737> >() [hittestgrid.cpp:397]

UE - Editor - UI Systems - Jun 18, 2018

No user comments in crash group 394 for (StrideCellPoint[StrideAxis] = StrideAxisMin; StrideCellPoint[StrideAxis] <= StrideAxisMax; ++StrideCellPoint[StrideAxis]) 395 { 396 ** ...

CharacterMovementComponent: make crouching behavior compatible with custom gravity direction

UE - Gameplay - Components - Feb 20, 2024

CharacterMovementComponent has recently received support for custom gravity directions. Crouch logic needs to be updated to account for custom directions. Currently, crouching logic in CMC assumes Z ...

Split Struct pins cause errors when a project is converted to 4.17

UE - Gameplay - Aug 11, 2017

Split Struct pins cause errors when a project is converted to 4.17. You are still unable to split struct pins even if a new variable is created for the struct. Only adding a new variable to the st ...

Unreal Remote 2 does not send information about motion control

UE - Platform - Mobile - Aug 25, 2018

Unreal Remote 2 does not give information on motion control to PC. This is different from the description of the application. Use this application alongside Unreal Engine to view and control the de ...

Unable to remove StaticMesh LODs in editor

Tools - Jan 18, 2016

Static Mesh LODs cannot be removed after import from the Static Mesh Editor unless you have Simplygon installed. Hovering over the tooltip for "Number of LODs" indicates this as well with "Auto mesh ...

Check() crash in merge tool when using SVN

UE - Gameplay - Blueprint Editor - Oct 21, 2015

A UDN user found a crash in the merge tool when using SVN. https://udn.unrealengine.com/questions/265740/crashbug-with-svn-merging.html The failing check() crash occurs in LoadBaseRev (Merge.cpp): ...

[CrashReport] FPhysicsAssetUtils::CreateFromSkeletalMeshInternal()

UE - Simulation - Physics - Nov 16, 2017

This is a trending crash in the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 892 const FNameEntry* FName::GetDisplayNameEn ...

"Assertion failed: NumberOfFreeBits >= 0" on clients that attempt to connect to a server with the -NoPacketHandler option

UE - Networking - Oct 6, 2020

With the rework of IP address resolution in 4.25, this assert now occurs. When no packet handler is used, UPendingNetGame::InitNetDriver calls SendInitialJoin() immediately, before async address res ...

Crash when cooking landscape collision in world partitioned level

UE - Graphics Tools - Terrain - Landscape - Jun 24, 2022

This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...