When trying to create a "impaled" effect with a physics handle, calling GrabComponent creates an offset between the hit location and the projectiles location. This causes the skeleton to be "impale ...
Duplicating blueprints that have 'cast to' nodes included in them display errors such as: "Could not find a function named 'AdjustShield' in 'worker_c'. Make sure 'worker_c' has been compiled for." ...
I first came across this bug when I was working with Actor Sequences and noticed that the door I had opening would snap back when I tried to close it. Later I discovered that the issue was with play ...
A licensee has reported that the USkinnedMeshComponent::FindClosestBone function does not respect the bRequiresPhysicsAsset parameter, resulting in the bone returning bones that are not part of the ...
This is a somewhat common crash that has affected multiple users in 4.17. User Descriptionstried to compile a blueprint after changing blueprint interface function definitions. Source Code 121 ...
-Material Parameter tracks are not converted when converting it to a matinee to a level sequence asset Example: SplineRocketTrail smoke trails are not appearing when playing Matinee for Showdown VR ...
When importing a LOD model, LOD material can get added as element 0, not preserving previous material assignment. It's not possible to re-order/delete the automatically added Element 0 WorldGridMat ...
Hierarchical Instanced Static Mesh component culls before it is completely off screen. This only seems to happen with more than 3-4 instance elements. This also does not happen with Instanced Static ...
When a strong pointer is set to null the packaged build of the game will immediately close. No crash logs were were made and no Saved folder was made (<Project Name>/Saved/Logs). An example project ...
Custom Depth is not displaying correctly when setting Post process to Before Tonemapping. We see this as a regression. This was working properly in 4.22. ...