The problem is caused by the animation sequence playback position being set out of range from Sequencer. The call stack is : UE4Editor-AnimGraphRuntime.dll!FAnimSequencerInstanceProxy::UpdateAnim ...
Mesh Painting Texture Paint tool can miss some pixels along UV seams, even with "Enable Seam Painting" set to True. This appears to be because of the difference between rasterization and sampling. ...
Received a report from a licensee using Network Prediction Plugin and Mover. There is a strong likelihood of a crash occurring when using NPP's smoothing option and spawning new NPP-simulating ins ...
Opening UE4.14 using thecommand line "-forceenablecrashtracker," results in a red circle on the top right of the editor that when clicked provides a link to a 20 second video recorded from when you ...
[Link Removed] for reference Playing back a sequence shouldn't have buffered samples. We should have a single one, which was built from the sequence. We need to make sure when played back that it ...
When you reimport a texture that has an alpha by Importing and then overwriting the previous texture, all versions of that texture in any material or in the level complete disappear until you compil ...
Hierarchical LOD meshes are not frustum/occlusion culled ...
Camera cut warmup does not take into account the shot's camera cut track when rendering from the master sequence. Rendering the shot alone will, however. ...
The show flag for ZoneGraph lives in the ZoneGraphEditor module, but it is used for debugging at runtime by the main ZoneGraph module. There are protections around the type of build and some for EDI ...
If you set up a default Sprite in an Actor BP and in the construction script set the sprite to an Editable Sprite Variable, in order for the new sprite to show up mobility of Sprite and BP must be M ...