This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Access violation - code c0000005 ( ...
Download offending asset here: [Link Removed] Error message: Assertion failed: NewPosition >= 0 [Link Removed] [Line: 452] Source Context: 438 virtual ~FFileHandleWindows() 439 ...
The reimport process does not respect the new source path. Below is a workaround. UE::Interchange::FAssetImportResultRef FReimportManager::ReimportAsync(UObject* Obj, bool bAskForNewFileIfMissing, ...
When reimporting meshes with changes to their material sections, specifically additions, there is no indication that there will be an issue on output of a generated mesh. Ideally, we can watch for a ...
When importing a FBX with multiple materials and some of them are unused from their setup, they will still be referenced by the skeletal mesh in the Details Panel in the level editor, but in the Per ...
Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 633] Array index out of bounds: 68 from an array of size 68 Source Context: 733 734 Extrac ...
It looks like when reimporting a texture asset into the engine after loading a level, you will be confronted with the File Selection box and not the reimport successful notification. In fact if you ...
Morph targets work! Yay! But found another issue. Basically import an fbx with multiple animated morph targets applied to it. The morph change shape over 1 frame and for some reason in 5.5.4, there' ...
After importing a skeletal mesh FBX (*IMPORTANT: With "Import Mesh" not selected the first time) the option box to "import mesh" disappears and the user is forced to use the originally selected "ske ...
Objects with a bezier curve modifier register as having no triangles when imported to editor from Blender as an FBX. ...