We currently overlook local variables being collapsed into new function and/or macro graphs, where they are no longer in scope. Current workaround: Manually delete local variable "get" and "set" no ...
A check() is being hit intermittently when using adaptive virtual texture. check(Entry.Magic == Handle.Magic) inside FVirtualTextureProducerCollection::GetProducer ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...
Struct in Object class will not populate if struct pin split on "Construct Object from Class" node. This does not appear to happen to other variable types. Workaround Do not split the struct pin, ...
If a user setups up a custom transition graph that caches one of the input poses by setting the Evaluator Mode property to Freeze then the node fails to deal with the situation where the LOD or mesh ...
Setting the Collision Channel to anything other than World Static will reset on closing and restarting the editor. ...
This is an early trending crash in the 4.16 Preview. User information has not been provided, but this shares similarities to an old jira [Link Removed]. Source context: 1434 /** Finds the ...
No user comments ...
No user comments in crash group 3127 if (SectionLodsParameter.IsBound()) 3128 { 3129 if (CurrentLODData.UseCombinedMeshBatch) 3130 { 3131 Set ...
Spring Arm Component causes vehicle to jerk forward and backwards in a multiplayer environment. ...