Animation orientation does not auto-convert to UE4 coordinates when reimporting the same way it does when importing the same animation as a new import. In other words, a run animation generated from ...
Gil's new loading path may already walk away from this issue. But here's some thing I tested locally if we want to fix this. A simple way to fix is to simply add BulkDataAsync.Deallocate(); ResetA ...
This is a common crash that occurs for users in the 4.16 release. Log file attached. Additional information is currently unavailable. User DescriptionsRandom Crash After right clicking Static mes ...
In 4.25.1, I added a vectored exception handler to capture unhandled exceptions to the Editor process. This handler runs too soon. It doesn't let the structured exception handlers run first where ma ...
When loading thumbnails in FLinkerLoad::SerializeThumbnails, the level asset has two thumbnails. The first one has a size of 0, which causes the loading process to abort early. Since the actual thum ...
When a StaticMeshComponent has a scale component of zero in WorldSpace (after accumulating with the hierarchy from the root to it), function UPrimitiveComponent::OnCreatePhysicsState() logs the warn ...
This is a common crash occurring for users in the 4.15 and 4.16 releases. It seems related to rendering movies in Sequencer, but additional information is currently unavailable. A log file is attac ...
When a component class (base) contains a component property (Nested) adding the base component to a blueprint and changing the position of the component will update the base and nested components as ...
This is a common and longstanding crash that has occurred since at least 4.15. Originally this was being tracked under [Link Removed] due to sharing the same callstack, but that had specific repro ...
Editor crashes when opening to project browser on Linux. Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 819] Rendering thread exceptio ...