DESCRIPTION: While using form extended structures enabled for a Destruction mesh one of the meshes will be able to be damaged while any others attached will not fracture or damage at all. For exam ...
Spawning a character using an existing character as a template causes the spawned character to inherit the animation of the original and may lead to a crash. This appears to be unique to character ...
Actors in sublevels do not replicate to Clients after Seamless ServerTravel. The user reporting this noted that "[...] UNetDriver::IsLevelInitializedForActor() keeps returning false even when the ac ...
We've started seeing a crash in editor when re-importing one of our assets. <pre class="ql-syntax">Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 783] Array index out of ...
---------------------------------------------------------------------------------------------------------------------- Build: 4.1.0-2057451 Description: Movable meshes and blueprints set to cast n ...
To test this issue: Create a C++ class WolrdTimeDilationDebugActor.h in your Project with the following code:// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinim ...
If a user decides to use Tortoise SVN, the error messages given for needing to have things checked out is inconsistent. If there is a blueprint which references another blueprint, and the reference ...
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 ...
Blendspace created within an animation blueprint from the context menu throws an assertion when packaged and ran. Only occurs in packaged projects. The blendspace will work correctly in PIE, and st ...