Altering a key in an event track that contains a struck with a static mesh variable will cause the editor to crash. ...
Implemented interfaces are not added to the list of assets to nativize when the blueprint class that implements them is flagged for nativization, saved, and compiled. This results in a package failu ...
When recording shape information, descriptions are offset from the shape. Licensee Message - I noticed that the capsule vis log description labels were not lining up after replaying the recording ...
Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
I created a static mesh blueprint and set the mesh asset to a mesh in my project. Then I closed the project, deleted the mesh .uasset, reopened the project. When opening the blueprint, there are w ...
Hitting undo on a text widget while it is still selected will cause an assert. This appears to happen because the widget loses focus and attempts to commit it's text while still processing the undo, ...
In cascade if you add particle LODs then remove, clear the LOD settings array, then attempt to add more LODs (after current) the editor will crash. This crash will only occur if you add LODs after c ...
Note that before I tried running the editor via the Launch button, I just happened to run the Editor exe directly, and this did not repro then. After my PC rebooted I tried to reproduce it again an ...
The problem seems to come from a notify having its LinkedMontage set to null when RefreshBranchingPointMarkers() is called. IsBranchingPoint() fails in this case, so it's never registered as a branc ...
Crash occurs when attempting to retarget an animation whose skeleton has a virtual bone. ...