Much like [Link Removed] (which I'm backing down on my by design claim), there is an issue where if you previously referenced a component that no longer exists, the correct instanced subobject is lo ...
TestActor references Shape_Cube_2 and Shape_Cube_3. TestActor blueprint shows the logic 2DSideScrollerCharacter blueprint contains the keyboard control logic. ...
If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...
When trying to check in a new asset or changed asset via the source control menu or Tools menu, an error comes up in output log. SourceControl: Error: Operation 'UpdateChangelistsStatus' not suppor ...
Fatal error! Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000 0x00007ffb09d32bb9 UE4Editor-Engine.dll!USkeletalMeshComponent::CopyClothCollisionsToChildren() [D:\ ...
Thumbnail can be fix by (Quote from UDN) "adjusting OrbitYaw of the ThumbnailInfo for the +X-facing skeletal mesh" Persona Editors can be fix by (Quote from UDN) "setting SkeletalMesh->SetHasCustom ...
An array of a structure that has been modified without the array's blueprint being complied results in the values of the array element being reset. Compiling each blueprint that has the array of str ...
This might be feature request? ...
This issue seems to occur if and only if viewing the value in the details panel. Following the above repro steps without looking at the value in the details panel, and then clicking the asset to ins ...