In a Geometry Collection, enabling Nanite Fallback in a Nanite Enabled collection won't generate a Physics Body when Nanite is disabled. To verify this, follow the steps provided in the Steps to Re ...
Context: In PCG, the Attribute Remove Duplicates node can be used to remove duplicate attributes from an array. Problem: The licensee has observed that using the Attribute Remove Duplicates node ...
When using the multi-user editing tool inside a 4.24 project, persisting changes will sometimes result in a crash. Unable to reproduce the issue. However, the user has reported occasionally re ...
The game crashed when the USB Dongle is connected or disconnected. Games that made by other engines are work fine. Refer to the attached video for the reproduce. ...
NiagaraSystem with EEiagaraGpuComputeTickStage::PostInitViews should not have bSupportsParallelGDME because of possible multi-threaded contention, but FNiagaraSystemInstanceController::GetGpuCompute ...
Disabling Online Subsystem prevents the project from loading. On Windows, this produces an error shown in attached screenshot. On Linux, this causes a crash with the attached callstack on project ...
When a breakpoint is hit in a BT Task, if you attempt to use CTRL+P to search for and open the BT the task is being run in, try to resume execution, and then return to the original BT Task Blueprint ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...
This was discovered externally and reported on UDN here: https://udn.unrealengine.com/questions/563268/mac-editor-crash-when-disable-ambient-occlusion.html ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...