Crash Report [Link Removed] Bugg 38910 After updating project from 4.6.1 to 4.7, user experiences unexplained crash when playing in editor. *In addtion to the crash report, the user provides a lot ...
Line trace component appears to return a hit result even when the trace should not have had anything to hit. Attached project shows line trace start & end points. Even when the trace doesn't overla ...
There is a crash that is occurring when a blueprint with the parent of "Level Bounds". The crash occurs when the project is closed and reopened. Opening the blueprint immediately after it was create ...
The Material should be contracting and expanding if it is working correctly, but after version 4.16 it is not. Instead it is solid in appearance in the material editor viewport. Below I have linked ...
Changing LODBias on landscape sections causes a grass type placement issues. The grass will be floating and rotated incorrectly. Found in 4.18 CL# 3832480, 4.19 CL# 4033788, 4.20 Preview 1 CL# 4 ...
When a Skeletal Mesh isn't assigned, enabling Per Poly Collision on the Skeletal Mesh Component causes the Editor to crash. This issue was reported and tested in 4.20.1 (CL-4233996). This issue was ...
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 ...
Issues observed: - When bRenderStatic is on and bNoSkeletonUpdate is off, CachedMeshDrawCommands takes a significant chunk of time, because the scene primitive transform is being updated every fra ...
We are having a display issue with tiled landscapes displaying well below full tessellation in editor, but displaying fine in game. We can "fix" this issu by unchecking "Use Default Falloff" in deta ...
Attempting to set the collision of a component to NoCollision while the actor's collision is disabled will prevent the component's collision from changing. This is because of the early exit in UPrim ...