This bug report was entered as new crash groups appeared linking to [Link Removed] which was marked as fixed for 4.15.1 and the previous reproduction did not reproduce the issue Error message: Ass ...
Note: This is possibly related to [Link Removed]. For some inputs, function UE::Curves::WeightedEvalForTwoKeys() inside file "CurveEvaluation.cpp" can incorrectly return the value of the first key, ...
If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...
Having a child blueprint that contains a custom event with the same name as a custom even that it is calling from its parent causes the editor to crash when attempting to compile the original parent ...
In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
From UDN: [Link Removed] Unable to set a Child ABP with inherited interface to a Linked Animation Layer Instance Class. I have a ABP_Biped which is our main ABP. I have the locomotion (idle+straf ...
When an Instanced Static Mesh Component (ISMC) uses a material with a non-zero Max World Position Offset Displacement, the bounds are correctly expanded at initialization. However, after calling Upd ...
In 4.8.2 QA Build - Making the changes to BasePassPixelShader.usf listed below, adding two texture samples and then using the Preview Arrow toggle on the add node will hard crash the CPU, requiring ...
When importing an FBX camera into a Level Sequence via the FBX Import dialog, we rely heavily on the Import Uniform Scale and Convert Scene Unit options for DCC interoperability. These settings ...