When an actor with geometry collection is destroyed, the engine doesn't remove elements from array in the ChaosSolver So illegal references occurs. Removing element with following quick fix code ...
Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 804] Array index out of bounds: 175 from an array of size 171 Source Context: 2797 2798 temp ...
We now have the following error that is generated in FFbxImporter::ValidateAnimStackif (!FMath::IsNearlyZero(SubFrame, KINDA_SMALL_NUMBER) && !FMath::IsNearlyEqual(SubFrame, 1.0f, KINDA_SMALL_NUMBER ...
If shot track ends short of the Master Sequence length, all actors return to default state. This becomes an issue when you need the actors manipulated in Shot 1 to maintain their "end state" into s ...
This is a trending crash coming out of the 4.17.0 release. The same callstack also occurred during the 4.11 release, but otherwise hasn't had an occurrence until now. Users have not provided any de ...
Functions are called multiple times when given more than one reference. The function is called a number of times equal to the number of references that it is given. ...
Clicking on a Behavior Tree decorator that references an Enum blackboard key will crash the editor if that Enum has been altered in the method described in the repro steps. If you set decorators to ...
Reported in SF [Link Removed] In TM 2025.1.1, in PT renders with large amounts of scattered or painted vegetation, distant grass may not appear in exported renders that would previously appear in t ...
On a Windows 8.1 Platform with an Nvidia 960 card, Lens Flares when playing with 2 Player's (without a dedicated server) are appearing in the wrong window. So, Player 1 is looking at sun, Player 2 ...
Reported on UDN (see Additional Info URL). Looking at code, we call USkeletalMesh::AllocateResourceForRendering for every LOD, but we should only call it once. Need to check if our SkelMeshMerge t ...