The direct reference appears to not work on the client when using the return value on the create player node ...
Edit MattK: This seems like more of a cooking issue than an fbx issue. The crash is related to nav collision When adding a FBX import into your project, if you do not close the project out and ope ...
Currently using FStringAssetReference and AllowedClasses will populate the asset picker with only valid instances that are currently placed in the level. This request would show all available asset ...
Static mesh with simulate physics does not update for clients joining after a session has started ...
You cannot use the key value combo "Alt + F4" as the input for an Action Mapping, whereas you can use "Alt + other F keys" as inputs. (Alt + F4 is a command to close programs in Windows) Expected: ...
If the user adds a tag to the third person character blueprint with in the blueprint itself and then adds other tags afterwards using the details panel that is given when selecting an actor in the s ...
Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...
It seems there's a fair amount of allocations in Recast code that allocate n elements, but release the memory with as a single element (delete ptr). ...
If a user attempts to run Setup.bat to download the various dependency files while a SonicWALL firewall is in place, the download will fail to complete. Disabling the firewall allows the download to ...
This issue was originally reported specifically for Destructibles, but it appears to affect Skeletal Meshes, and static meshes when selected. When "Render in Main Pass" has been disabled skeletal an ...