If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...
An ensure occurs when the user uses Automapping to map a rig to a skeletal mesh that has the same names for the bones. This does not occur when the bones have different names. ...
When a sublevel gets unloaded that has an actor with an AbilitySystemComponent with an active GameplayEffect with Duration, a crash occurs when the duration expires. This is due to an ASC timer dele ...
Merge Actor crash when specifying Use specific LOD Level, and the actor has a collision component ...
The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
When the DLC is being built for a project and stored in a plugin, the result is normaly until the DLC is packaged multiple times. This leads to the file path becoming more and more nested each time. ...
When adding a niagara system that reproduces a skeletal mesh and a skeletal mesh as components to a blueprint, the niagara system immediately updates its skeletal mesh to the most recently updated s ...
Lina encountered a crash when importing the attached FBX file with morph targets and animation, and then opening it in the animation editor. I was not able to reproduce this issue in QAGame (her re ...
This is a somewhat common Landscape crash occurring throughout the 4.17 release. User Descriptions1) rename landscape layer, 2) delete layer in landscape tool Source Context 1307 FReply FL ...
In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...