It seems that the compressed animation data within an anim sequence is not updated immediately when a virtual bone is added to a skeleton. If the user attempts to call UAnimSequence::GetBoneTransf ...
When a collision enabled RBAN node attempts to collect surrounding meshes, if there is a mesh with UseComplexAsSimple, it will hit the Ensure when cloning a mesh on the task graph thread. Disabling ...
Currently there is no stable way to break level instances ...
BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...
A crash occurs when GetPropertyRef node is executed from a SubTree that is linked within a StateTree, which itself has been linked from a parent StateTree via a Linked Asset ** . The processing con ...
Current workaround: Add a dummy variable to either BP_Owner_Child or BP_CAC_Child to force one of the two to be nativized. ...
A crash occurs at FindChecked in the code below.if (PreparedServiceChanges->OwnerAccountId) { InternalPublicData->OwnerAccountId = *PreparedServiceChanges->OwnerAccountId; if (bDispatchNot ...
This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...
Modulated shadows are pretty broken on tegra4. see screenshot. ...