This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
Cooking will fail while attempting to convert a non-data-only Blueprint class based on the native UAnimNotify class when Blueprint nativization is enabled. Workaround in lieu of a fix would be to e ...
After clicking 'Create StaticMesh' button on an Procedural Mesh Component, and saving the mesh, the created mesh has bad tangents. Included in the attachments, is a test project with a parallax mate ...
Adding a material to an FBX with a Multi/Sub-object material, then reimporting the FBX will not import the new material. The material element will be added to the mesh but the material applied will ...
For landscapes, both the simple and complex collision are used when simulated against. ...
In 4.14, changes were introduced to share replicated state between objects on the server (Shadow State) this was done to allow sharing property comparisons to determine when objects needed to replic ...
Motion tolerance for Spawn Per Unit does not affect the particle system. Even if the vaules are set very high. Found in 4.18 CL# 3832480, 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Preview 2 CL# 4472 ...
Using the maximum resolution available on the monitor for windowed mode results in the window overtaking the Windows taskbar. ...
Running a packaged game with DX12 will crash on launch every second start and after. If you delete the files with the .ushaderprecache extension that are in the ProjectName/Saved folder the exe star ...
For some reason, it appears that manually setting the focus (whether it be user, keyboard, or both) on an editable text box in UMG causes the caret to blink slowly. However if you were to manually s ...