A Pass-by-Reference function input cannot accept a reference to Self. Workaround: Cast from Self to the desired class and use that for the function's input. ...
Looking at several blueprints during play, that add multiple static meshes in their construction script, drastically drops the FPS. As a workaround, I suggested to the user that he should use Insta ...
The FBX Import into Sequencer currently assumes that the camera has a rotation axis of 0, -90, 0. This assumption shouldn't be there. For example, currently this works: 1) From Sequencer, export a ...
When you have an actor with a Hierarchical Instanced Static Mesh component that has a Static Mesh set and is populated with at least 1 instance and then duplicate it or move it to another level, it ...
Copying an asset into a new folder, placing an instance of the copy into the level, and then attempting to duplicate that copy by using CTRL+W in the viewport creates another instance of the origina ...
Override Game Mode only works when Using Separate Process ...
When trying to get a hit result from physical material using a event hit node there will be a access none error caused in the log. This is the exact error presented: Error Accessed None 'CallFunc_B ...
It is not possible to package a game when using the FJsonObjectConverter. This Converter is part of "JsonUtilities", and whenever I'm including this to my Build.cs as follows, the packaging fails: ...
This crash occurs when you create a landscape, then create and save a material. Note The crash does not occur unless a landscape was created first I came across a couple of crashes revolving around ...
This is a common crash affecting users in 4.16. Additional information is not currently available. User DescriptionsAt the time I was using the landspace sculpt tool with fairly normal settings. ...