Placing a special UTF-8 character into the "ProjectDisplayedTitle" will result in GPU dumps failing to open. This appears to be because the dump will switch between us-ascii and UTF-16 file formats ...
In Sequencer, calling "Edit > Auto Size" on a UMovieSceneSkeletalAnimationSection triggers the LowerBound > UpperBound ensure in UMovieSceneSection::SetRange (MovieSceneSection.h:333) when the secti ...
In Sequencer, calling "Edit > Auto Size" on a UMovieSceneSkeletalAnimationSection triggers the LowerBound > UpperBound ensure in UMovieSceneSection::SetRange (MovieSceneSection.h:333) when the secti ...
This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Based on the affected project names, this crash seems co ...
The orientation warping node breaks incoming poses where bones are already in component space. This is because, in EvaluateSkeletalControl_AnyThread, we are repeatedly setting bone transforms direc ...
Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...
Changing bIsSpatiallyLoaded can cause an Actor to be duplicated during Play-In-Editor. As described in the steps to reproduce, if we keep swapping bIsSpatiallyLoaded state and save a Streaming Level ...
When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...
Crash after adding an AI Perception component to a parent and child character. First they both must have had AI Perception components > Compiled and saved > Then both AI Perception components delete ...
In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...