When removing curves on some assets, a crash can occur. This seems to be due to const FSmartNameMapping* CurveMapping being null and dereferenced within UAnimationBlueprintLibrary::RetrieveContainer ...
Post-Process Anim Instances do not have BeginPlay called. The proposed fix is to addif (PostProcessAnimInstance) { PostProcessAnimInstance->NativeBeginPlay(); PostProcessAnimInstance->Blu ...
After fixing the crash from [Link Removed] when compiling the child blueprint that has claimed the component name the parent was previously using without having compiled the parent, an internal comp ...
Hiding bones during construction is not properly displayed by level instances placed at editor time. Note that setting 'Update animation in editor' on the mesh and re-running the constructor script ...
An animation can display an incorrect frame upon having its visibility re-enabled, resulting in a noticeable flicker. This can be prevented by setting the mesh's 'Visibility Based Anim Tick Option' ...
Copying a gameplay tag variable setter from a blueprint into a level blueprint fails an assert in UGameplayTagsManager::GetCategoriesMetaFromField. ...
Assertion failed: Pair != nullptr [Link Removed] [Line: 566] UE4Editor_Core!AssertFailedImplV() [e:\unrealeditorplaydead\engine\source\runtime\core\private\misc\assertionmacros.cpp:105] UE4Editor_C ...
Clang physx builds in 4.23 seem to be broken due to a change of GuPersistentContactManifold.h including #pragma warning and no longer ending in a new line. ...
The engine is not resilient to calling Browse from within an RPC implementation, and likely not resilient to other ways of destroying the net driver within RPCs/OnReps. It's not something we need to ...