In 4.26.1, if you remove the collision module from NiagaraSystem, the Precompile will not occur. ...
If user connect a function that returns a Blendspace Asset to a Blendspace Player that BlendSpaceAsset settings are exposed to a pin, it crashes in the package. It does not occur if user do not con ...
The licensee shared information that a Null check on the following Actor can be used as a workaround. static TArray<UActorComponent*> GatherHLODRelevantComponents(const TArray<AActor*>& InSourceAct ...
When jumping in the first person template project, the "is in air" animation continues to play after landing. Solution: Switching out the "FirstPerson_JumpStart Asset" node for the "FirstPerson_J ...
USkeletalMeshComponent::USkeletalMeshComponent() caches off the teleport values for later use and then ignores the exposed values entirely. This should not be the case. We either need to detect chan ...
This was discovered during the 4.15 mobile compat. ...
Create ActorBP has StaticMesh is not assigned to HierarchicalInstancedStaticMeshComponent. Place this actor on the level, and bind the StaticMesh from the Detail tab and add the appropriate Instance ...
check(0) is used in UpdateComponentCount () of LandscapeEditorObject.h. This looks like an intentional check, but there is a possibility that the user may mistakenly select it. ...
Data: [Link Removed] I also tested other E57 files, and they were possible to import. This one is from RTC360. [Image Removed] ...