When using World Support or Asset Defined Support on a Destructible mesh that is spawned in, if the static world geometry is spawned in after the DM it will not be supported. However, if the static ...
This only occurs in standalone or a packaged game Having a Play Media Player node in a blueprint causes all of that blueprint's functions to become uncallable. Found in 4.11 Preview 5. Reproduced ...
A crash occurs when reimporting a SpeedTree asset after clearing the material billboard element and setting it to the default world grid material. The licensee reporting the issue mentions to worka ...
This is a top community crash occurring on Linux. The two linked CrashGroups have nearly identical callstacks. A log file is attached. Additional information is currently unavailable. Callstack f ...
In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...
UPDATE: 3/9/2015 Additional Information: User on thread https://answers.unrealengine.com/questions/186928/landscape-collison-issues-recreatelandscapecollisi.html reported workaround did not fix e ...
When using Trace Complex in a LineTraceByChannel node does not give accurate results when object is simulating physics and scaled. The scaled root mesh in the BP will only register its collision rat ...
After Seamless Server Travel, the Client cannot move the character or see the Server character. On the Server, the Client character appears to be falling in place. Tested in both first and third per ...
The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are ...
Converting Int to Byte to Enum crashes editor during PIE. Frequency: 3/3 Crashreporter: N/A ...