Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions. ...
If a standard level (without Actor Folders enabled) is added to a world-partition map (with Actor Folders enabled) as a Level Instance, and then that instance is "broken" so that its actors are inco ...
UDN Issue: [Link Removed] ...
When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...
If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...
UE4Editor crashes when we eject from a Play In Editor session while starting a multiplayer session. ...
Using a TArray to store multiple components being setup inside a for loop of a constructor will crash on project open. Crash Reporter: [Link Removed] ...
When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...
Using UFUNCTION(Server, Reliable, WithValidation) with an RPC function results in a failed build in Visual Studio. The same test in Main yields a different set of error messages. ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...