If the mesh component is added in Blueprint (i.e. in the Blueprint editor and/or through Construction Script), then it's not possible to edit the collision response details for an instance of the co ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: bSuccess [Link R ...
This is a common crash affecting users in 4.16 and the 4.17 Previews. The two descriptions provided by users say their crash occurred after updating their project from 4.13. User DescriptionsUpgra ...
This is a common crash that has affected more than 170 users since at least 4.15 and occurring into 4.17. Based on one user description and frequent project names, this appears to commonly correla ...
Created Static Mesh Actor's Simplified Collision boxes do not mirror Collision Orientation when mirrored in the World/Editor. ...
On restarting from Virtualizing, any parameters set previously on a MetaSound are ignored and the MetaSound restarts with the default values. This does not behave this way with Sound Cues, in which ...
When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...
Analytical Derivatives are not calculated properly when using UMaterialExpressionSwitch. Disjoint UVs in screen space result in large jumps in the derivatives, which can cause artifacts as the wrong ...
If a procedural foliage volume attempts to use the "target layer" feature and resimulate while encompassing a landscape proxy, the editor will crash. Frequency: 3/3 Crash Report: [Link Removed] ...
Shader compile error in function PositionOnlyMain() in ShadowDepthVertexShader.usf if defined INTERPOLATE_POSITION. LogShaderCompilers:Warning: 1 Shader compiler errors compiling WorldGridMaterial ...