Right now the AssetManager uses different logic in ModifyCook vs VerifyCanCook, specifically related to secondary assets like textures or maps that are indirectly loaded by soft object paths and are ...
When an Animation Sequence is overridden by a LevelSequence, and later reverts to its original animation state, the AnimInstance fails to properly reinitialize. This prevents subsequent animation lo ...
Having an actor blueprint (A) that contains an array variable of references to another actor (B) that is connected to a Length node and a Vector array that is connected to a ForEachLoop causes bluep ...
When undoing a Replace Selected Actors operation, the resulting actor is corrupt and triggers an ensure where the root component is in the process of being destroyed. This is a regression that poppe ...
Error message: Assertion failed: IsValid() [Link Removed] [Line: 752] Source Context: 738 return *this; 739 } 740 741 /** 742 * Converts a shared ...
If the user calls a function (We will call it "Parent's Function") from a child blueprint and then turns around and tries to call that implementation of the Parent's Function with in the parent it's ...
This issue was reported by a customer trying to modify the static meshes of a GeometryCollection. After removing some meshes from the Geometry Source, he used the Reset button to apply the changes t ...
When Forward Shading is enabled, if you create a material with their properties setup with the following: Material Domain: Deferred Decal - Blend Mode: Translucent - Decal Blend Mode: Emissive T ...
This is a common crash in the 4.18 release. User DescriptionsTried moving foliage to another sub-level. It wanted to move the foliage asset for some reason (I tried the same location - which was de ...
Engine crashes when asset has been reimported multiple times through the mesh editor -Editor crashes in Main when reimporting -Editor crashes in 4.17 when changing the Import Transforms ...