Whenever a Blueprint set to Native Parent Class: Light is placed into a level, Editor crashes after building lighting. The Blueprint does not need to contain an actual light component to crash the e ...
The data table customization (and probably others) tries to aggressively clear out row references that are not valid in the table they point to. This breaks when selecting multiple actors or objects ...
As described in this UDN thread, the iPhone 7 manifests incorrect image aspect ratiohttps://udn.unrealengine.com/questions/403841/ios-arkit-portrait-mode-stretching-on-iphone-7.html [Link Removed] ...
There is an issue when setting a Static Mesh inside a blueprint that it is referenced by another blueprint with more than one child actor. An ensure is triggered inside the engine, and there is a ...
UND: https://udn.unrealengine.com/questions/559972/invalid-map-in-blueprint-unable-to-be-deleted-urge.html If you delete a struct in Windows Explorer manually, then open a project/BP, it will ask t ...
Lighting Builds seemingly successfully but produces a Map Check Error for World Settings. There are several things that can be done to "eliminate the issue" and I have separated them into different ...
Incorrect collision of merged actor that was merged from a Spline Mesh Component Licensee description: We often use spline mesh blueprints to generate organic art for us, like roots, trees, and r ...
Bisecting a BSP with another BSP with an axis scale value at a value < .25 breaks bsp faces, causing them to no longer render correctly. NOTES The value at which this begins to occur is 0.249992 ...
Error message: Assertion failed: TrianglesMade==2 [Link Removed] [Line: 373] Source Context: 360 { 361 FTriangle NewTriangle(A->Vertices[1],A->Vertices[2], TestPt); 362 ...
This may not be an expected use of state machines, but it is becoming a showstopper for a couple of users. These user's are caching their locomotion state machine and then using a second state mach ...