When you have an actor with a Hierarchical Instanced Static Mesh component that has a Static Mesh set and is populated with at least 1 instance and then duplicate it or move it to another level, it ...
DESCRIPTION: Adjusting a DMs scale via blueprints will cause issues for the collision of the DM once it has been scaled up or down. Scaling down by half or up by a value of 2 or 3 is easier to see t ...
Error message: Stack overflow - code c00000fd (first/second chance not available) Source Context: 687 if (SyncGroup != NAME_None) 688 { 689 CollectMarkers(); 690 ...
When using a Blueprint Widget that has an image using a material in the User Interface Material Domain will not render when it's a newly created project in 4.11. However, if you were to copy a proje ...
When using a Direct Capsule Shadows on a skeletal mesh with a Stationary Point light, depending on the point lights placement, light source radius, and nearby surfaces will cast the shadow on the op ...
When BlendRootMotionBasedOnRootBone is false, the LayeredBlendPerBone is aggregating root motion of the child poses ontop of the base pose root motion. (ie. if the first child pose's blend weight i ...
Constraint Actor to Rig with Editor Utility Widget is working for the first time adding to the Sequencer. However if it was deleted and added to Sequencer again, run Scripted Actor Action shows Err ...
When changing the static meshes of a Foliage instance by swapping the mesh or changing the scale (build settings) of the mesh, the bounds for the mesh do not appear to update to use the new bounds. ...
Using Execute Console Command in a custom Game Instance causes Standalone Game to crash. Also occurs in 4.6.1: CL-2386410 and 4.7 Preview: CL-2403078 Crash Report: [Link Removed] Call Stack:UE4Ed ...
Lightmap sizes seem inconsistent after rotating a light source and rebuilding the lighting. This causes concern about file sizes when packaging the project that is using baked static lighting. The ...