Upon PIE, the Can Ever Affect Navigation option is being reset on the capsule component of an empty character. Dragging the empty character into the level, setting the option to true, and then playi ...
An assert is triggered in this case because in multi-process PIE, if the editor is a client, the PIEInstance of the world context remains at -1 (see UEditorEngine::PlayInEditor). If this client inst ...
Error message: Assertion failed: PlayWorld == NULL [Link Removed] [Line: 854] Source Context:842 void UEditorEngine::BroadcastObjectReimported(UObject* InObject) 843 { 844 ...
Textures with ScreenAlignedUvs do not render correctly in stereoscopic (on the Oculus Rift). Does not reproduce using the DK2. Found on 4.11 Binary CL-2923993 ...
Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 678] Array index out of bounds: 0 from an array of size 0 Source Context: 80 } 81 else ...
Attempting to perform an is valid check on a physical material from a FHitResult returns invalid. This does not occur when using a blueprint setup, it only seems to occur when using code. Found ...
In blueprints, the GetOverlapInfos function can't really be used: [Image Removed] Another example: Static Mesh Component -> Get Overlap Infos -> Length -> Set Integer Variable The Get Overlap In ...
Unpossessing a character while the client has unacknowledged RPCs in flight can leave the client character in a different state than on the server. The example given was a crouch request on the clie ...
It seems that the attachment project's assets are Incorrectly displayed regarding LOD VertexColor until paint mode is selected. I attached the movie to explain this problem by licensee. Near LOD0 s ...