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 ...
From 8/17/16 Tools sync: This is probably also happening in Sequencer. Think Sequencer should just auto-set this flag. ----------------------------------- If a SkeletalMesh actor is placed beyond v ...
We likely have several places in the editor that convert text taken from an editable text into an FName without ensuring that the string will fit into an FName. This can lead to editor crashes. One ...
User has pointed out that generating FBX files through C++ causes the level nodes and a light node. I'm not fully versed with this, so the notes from the user may be more helpful for their descript ...