ChildActor Component spawns at the wrong location as long as the actor that the ChildActor is referencing has the StaticMesh set as the root and simulating physics. User Description: Basically I h ...
REGRESSION: YesWORKING: 3068867BROKEN: 3069877 Crash occurs when the user opens an animation with Morph Targets in Persona. ...
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 ...