This is a common Mac crash occurring in the 4.16.1 release. I have not found any evidence of it occurring on Windows. The callstack closely matches [Link Removed], which was briefly experienced by ...
UAssetManager::ChangeBundleStateForPrimaryAssets allows adding new BundleNames to the list of BundleNames loaded for a PrimaryAssetId. Each BundleName specifies a BundleEntry with a list of assets. ...
Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...
In some occasions, engine code iterates over a certain subsystem type by calling FSubsystemCollection::GetSubsystemArray() and then calling some method on all subsystems of the returned array. This ...
There are 3 issuesEach particles don't restore its previous position. Which is for calculating velocity by verlet iteration.The previous transform is cleared by current transform. It provides zero v ...
This is a regression from 4.16 as I was not able to repro this issue in //UE4/Release-4.16 at CL 3514769. ...
This is being seen in the wild... can release a temporary fix until 4.26 when we can change the headers and fix it for real. ...
Transform key don't visible when Import From Animation Root. This problem happen from 4.17. 4.16 is visible. Case:4.16[Link Removed] ...
This behavior has changed from UE4 to UE5 due to a fix to an unrelated bug ([Link Removed]). Reintroduce the old behavior without causing a regression that reintroduces Ben's fixed bug. ...
It is expected that cooking, including COTF, will fix-up all string asset references. There were a few reasons this wasn't happening, but we should get these fixes into 4.15 as the impact was worst ...