Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...
When using a math expression node within a blueprint, the project will fail when packaging. ...
Adding array element of instanced meshes during simulation does not increase amount of elements in array. Regression (No) issue (does) occur in 4.10.4 ...
When you set bShowMouseCursor to false in a Standalone or packaged game while Default Viewport Mouse Lock Mode is set to either Always Lock or Lock on Capture, the cursor will become locked in place ...
Static mesh socket updates do not appear in BPs unless you recompile ...
This is a common and longstanding crash that has affected more than 300 users since 4.12. The callstack is closely similar to [Link Removed], although with different error messages. User Descripti ...
This is a longstanding crash that occurs with low frequency per release, but has affected 400 users since the 4.11 release. Unfortunately among all of them, only one has provided any description. ...
Sequencer animation stutter when using Run Dedicated Server causes character to drift. This doesn't happen when "Run Dedicated Server" is disabled. Licensee Description: We are having an issue wit ...
Crash occurs in the updated Physics Asset Editor if you LeftClick while moving a ragdolled asset during Simulation. This is a regression from 4.17.2 User Descriptionsin the new physics asset edit ...
One comment from user in crash group:checking out using source control 107 bool bGPUAlive = GDynamicRHI->CheckGpuHeartbeat(); 108 if (!bGPUAlive) 109 { 110 ***** ...