When using GetRefBonePose() on a USkeletalMesh's RefSkeleton, the given location is incorrect if the SkeletalMesh has been changed from one to another where both meshes share the same skeleton. Als ...
Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...
When using a raycast trace against a blueprint that has a child component with multiple materials will cause the editor to crash after a few times. This will not be an instant crash, but requires th ...
Regression: Nanite Foliage is a new feature in 5.1, so this issue is not reproduceable in 5.0. Notes about this new support can be found under Nanite Improvements in https://docs.unrealengine.com/5. ...
User comment in crash group:error when i reimpot a mesh from a .fbx create in 3d max 213 void FVertexFactory::SetPositionStream(FRHICommandList& RHICmdList) const 214 { 215 ...
A struct containing variables that are a Class Reference and Soft Object Reference to a Blueprint no longer works after the project is closed and re-opened in the Editor. If a variable of the struct ...
When using World Support or Asset Defined Support on a Destructible mesh that is spawned in, if the static world geometry is spawned in after the DM it will not be supported. However, if the static ...
Context: Similar to parameters in the Material editor, PCG Graph Parameters are user created overridable values and can help create customizable graphs for a variety of situations. Problem: The l ...
This is a trending crash coming out of 4.18, although it also occurred with less frequency in 4.16 and 4.17. The callstack shares similarities to [Link Removed] and [Link Removed], and the user com ...
The build settings for ZoneGraph do not get refreshed after the editor loads. Changing the snap distance or the snap angle will not be reflected in the ZoneGraph until you reload the editor. You can ...