In UTakeRecorderActorSource::EnsureObjectTemplateHasComponent() function, MakeUniqueObjectName() generates the same name of a component which CachedObjectTemplate for TakeRecorder has already had. T ...
This JIRA is being entered as a result of it being one of the top crashes in 4.13.0. Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 1671 ...
This will result in not getting the Phys Material when doing collision query. Info from the UDN "Having stepped through the ULandscapeLayerInfoObject::PostEditChangeProperty I can see that the U ...
When you are playing a game on PC (especially local multiplayer) many developers want to change how input devices are "mapped" to different players. For example, a single player game might want the ...
This is a trending crash coming out of the 4.18 release, and may be a regression. Users have not provided any descriptions of their actions when the crash occurred. Source Context 361 ...
UDN reported: Lyra bots will sometimes play their weapon fire failure anim montage "randomly". The reporting licensee found that this happens when another bot in the level is reloading. The gamepla ...
Note that this bug potentially also affects a wide variety of material / geometry setups; however, a translucent wireframe setup is currently the main reproduction case. The issue may also be notice ...
When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...
This behaviour was working correctly in version 5.3. This issue happens inside an InputMappingContext DataAsset from the EnhancedInput system. We need at least two mappings entries. One of the entri ...