When using Weld Simulated Bodies enabled AttachToComponent func, the child Primitive Component's BodyIstance ActorHandle is released. As a result, in BodyInstance.cpp, the judgment of FPhysicsComman ...
DID NOT OCCUR IN BP FPS PROJECT - might be ContentExamples specific This issue does not occur when forward shading is disabled. Viewport error reads: TOO MANY OVERLAPPING SHADOWED MOVABLE LIGHTS ...
Add this code to a function you call from a blue utility widget or any other way to start the import with this code.TArray<UAssetImportTask*> ImportTasks; for (int32 i = 0; i < cFC.Files.Num(); i++) ...
If a DataTable Asset is created with a Row Structure that contains a member variable of type BodyInstance, the Editor will crash when attempting to open it while it has no rows. It will also crash w ...
Frequent runtime operations on Lidar Point Cloud Octree cause Access Violation ExceptionEdit The Exception occurs while checking bInUse value of QueuedNode, which suggests that this QueuedNod ...
the High resolution screenshot is not saved when using the command 'HiResShot' when playing via the Standalone option. You can use the command and it shows the link to the directory where the screen ...
The Editor freezes during PIE when loading a .sav file from 4.7 in a 4.8 or 4.9 project. The user reporting this reports a memory leak and crash, but I have not been able to reproduce that in partic ...
Navigation does not work in sub-levels. If the Nav Mesh Bounds Volume in a sub level is not touching a Nav Mesh Bounds Volume in the Persistent Level, it will not appear or function during Play. It ...
4.13.1 has caused an issue where the volume can no longer be adjusted for a GoogleVR application. This is a regression of functionality in 4.13.0. Tested with build: Working: 4.13.0 Binary CL-310 ...
This happens when the 32-bit LatentUUID signed integer that we generate for the delay node starts with "-1" when converted to an FString (e.g. "-1824950080"). During compilation, we pack latent fun ...