If a code project is created in an Engine built from source code, and then it is switched to use a binary Engine installed by the Launcher, building the project in Visual Studio will result in numer ...
Static Mesh Sockets are not updated on reimport Might be the same as [Link Removed], but decided to open a new report. ...
If you attempt to merge a static mesh that was a converted skeletal mesh the resulting asset is corrupted. You have to use the new convert skeletal mesh to static mesh feature. You will find this e ...
The F9 hotkey for screenshots cannot be overridden in blueprints. Even removing the hotkey from the Editor Preferences>Keyboard Shortcuts list does not prevent the shortcut from being used in packag ...
I understand that this is not something you're intended to be able to do (Montages aren't used this way), but we should bar the user from inserting a montage into this variable slot. Crash occurs w ...
Crash when using "Convert to Seeded" on a Particle System Cascade module This is a Regression as it does not occur in 4.10 Error message: Assertion failed: *Offset < (uint32)InstancePayloadSize [ ...
When the editor is launched via Symlink on a Mac, the Material Editor will crash when compiling or when building lighting on a level. This does not occur if the editor is launched from an external d ...
When an actor that is spawned at runtime is moved via SetActorLocation and collides with a static object, no hit events will be fired. If the same static actor begins simulating physics, the dynamic ...
Undo after disconnecting a target pin will cause a series of internal compile errors User Description: I've run into what I think is a bug when attempting to compile a blueprint after mistakenly b ...
Comment from David H.: Update on this Jira. I got customers in Cinema field in needs of this feature. Morph Targets not included when exporting Skeletal Mesh from Engine. A use case for this wou ...