Crash occurs when selecting all actors and pressing "End" to snap them to the floor. This doesn't occur if you create a blank map and add a few actors to it. The specific conditions may need to be ...
This is an infrequent but trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. The last "User Activity" on all crashes r ...
Issue from my Technical Animator where the undo operation in Control Rig doesn't work as expected on Proxy Controls. He has recreated the issue using the "Control Rig Samples Pack" and recorded a vi ...
There is some strange issue with CCD where constrained CCD objects can get velocity nulled when hitting things while constrained, its very hard to reproduce normally in engine but happens often in V ...
See: UAbilitySystemGlobals::HandlePreLoadMap GAS features static variables that are modified by both server and client, thus result in issues in single process PIE where they access the same memory ...
The SplineComponentVisualizer allows users to alt+drag on a spline point to duplicate it. When this is done on the last point of a spline marked as "closed-loop", the new point is correctly added at ...
Here is a work around : #include "binkplugin_ue4.h" UObject* UBinkMediaPlayerFactory::FactoryCreateBinary( UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, co ...
If a return node is removed from an interface that has been implemented in a blueprint, compiling the blueprint will cause a crash. Crash Reporter: [Link Removed] Frequency: 2/2 ...
When the user tries to export the Skeletal Mesh of TwinBlast (a paragon character that can be purchased off the marketplace) in 4.23. As of the time of logging this bug it is not supported in 4.23, ...
Blueprint CDO contains removed component from parent class. From the AnswerHub post: "It appears that if a component is removed from the C++ class, the CDOs for all of the blueprints remain unchang ...