Crash when destroying a pawn on the client. Reproduced in 4.8.1 and Main (//depot/UE4/Promotable-CL-2610743). This is a regression: the crash does not occur in 4.7.6 Crash Report: [Link Removed] ...
Some components continue to dirty the navigation state even if bCanEverAffectNavigation is unchecked. Behavior appears very similar to an existing bug, UE-251496 ([Link Removed]), which involves a ...
Exporting the UE4 Mannequin to Blender then re-importing to UE4 breaks the animations, causing them to reimport rotated 90 degrees ...
Animation orientation does not auto-convert to UE4 coordinates when reimporting the same way it does when importing the same animation as a new import. In other words, a run animation generated from ...
Crash rendering image sequence if the Sub-Level containing the matinee is not loaded. This seems to go away if the level is either set to "Always Loaded". Seems to be a result of people not switch ...
When implementing a USceneComponent in C++, one may want to add one or more internal UObjects to hold some data or perform specific tasks (this is also done by several UE built-in components). These ...
Editor crashes with 2 or more Clients when spawning a Blueprint created from a Static Mesh using the Blueprint/Add Script button. Blueprints created from Static Meshes using other methods do not cau ...
From 8/17/16 Tools sync: This is probably also happening in Sequencer. Think Sequencer should just auto-set this flag. ----------------------------------- If a SkeletalMesh actor is placed beyond v ...
A regression introduced in UE 5.6 causes Blackboard key selectors in Blueprint tasks to become invalid when the Blueprint inherits from a native subclass of UBTTask_MoveTo (or UBTTask_BlackboardBase ...
Morph targets work! Yay! But found another issue. Basically import an fbx with multiple animated morph targets applied to it. The morph change shape over 1 frame and for some reason in 5.5.4, there' ...