When importing a mesh, there is an option to Combine Meshes, which by default is checked. Unchecking this option will bring in the individually named parts contained in the FBX as unique objects in ...
If user lock assets with Japanese comments outside source control, XML acquired in svn status may contain Japanese strings, and XML parsing may fail and become NotControlled. This issue does not oc ...
This is a trending crash coming out of the 4.17.0 release. Based on user descriptions, this crash occurs on Play or Compile for affected users. User DescriptionsAgain crashing when I hit playIF I C ...
There seems to be a discrepancy between the output of Get Mouse Position node depending on whether the node is inside an Actor function or called from Event Tick. If the node is present inside a fun ...
Crash occurs when casting back to the pawn owner from the Anim Graph. In this case, it is being used for "Copy Pose from Mesh" Workaround: Cast to Owner from Event Graph, defining variable as the ...
This is a long-standing Mac crash that occurs with low frequency, but has affected more than 500 users since it started (possibly in the 4.11 release) It has recently been experienced internally by ...
Licensee reports the following in the UDN: There seems to be some other erratic behavior when using parenting in world outliner (i.e. drag and drop one actor on another one in world outliner).Since ...
When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...
When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...