Lighting channels do not function when the number of lights affecting actors is 79 or higher. Any number of lights that is 78 or fewer will honor lighting channel assignments. ...
If ten or more of the same actor in a level have the "replicate movement" checkbox set to true, the editor will crash on PIE if the number of players is set to 2 (or with 1/2/3 players if dedicated ...
When adding multiple meshes to a Niagara Mesh Renderer Module, a check() will be triggered due to a mismatch in the number of Widgets and the number of Tooltip Widgets. ...
When a large quantity (about 50 in this case) are imported simultaneously, and the Import Uniform Scale is changed to any other number besides 1, random meshes differ in size. This happens regardles ...
We're aiming to set up LT - action 1, RT - action 2, LT + RT - action 3 here. I don't think this is supported via chording at present. You'd need to handle it manually (probably via adding/removing ...
Forum user noted that emissive lighting being built with GPU Lightmass is in fact being built, just not around the mesh, but in a larger radius and with reduced strength compared to 5.1.1. They foun ...
Was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Access violation - code c0000005 (first/seco ...
Fracture Mode > "Remove-On-Break" setting: Cluster Crumbling causes flickering. Once the Remove-On-Break Cluster Crumbling effect is activated, there is a small delay between the disappearance of th ...
Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 804] Array index out of bounds: 175 from an array of size 171 Source Context: 2797 2798 temp ...
If shot track ends short of the Master Sequence length, all actors return to default state. This becomes an issue when you need the actors manipulated in Shot 1 to maintain their "end state" into s ...