Exporting an alembic skeletal mesh that has been imported and then exporting it to FBX using the asset actions options will cause a crash. Tested with: Crash - 4.13.0 Binary CL-3106830 Crash - 4.1 ...
Right-clicking in the Event Graph of a second Blueprint created using Create Blueprint Using This... will crash the editor. Crash Report: [Link Removed] Call Stack:<unknown module>! KERNELBASE!Rai ...
This didn't occur on iOS; so far this has only been tested in StrategyGame The device this occurred on was Nexus5X_6713_Adreno 418, 6.0.1 It did not occur on: iPad Mini 4_6242, 9.2.103-08 14:12:0 ...
When a blueprint graph contains a "Make Struct" node for a blueprinted Struct, changing any pin's type causes the editor to crash when the blueprint is compiled. Regression: No - same behavior occu ...
Transform node which transforms vector from mesh particle space to world space in vertex shader always returns 0. In ue4.24, it works fine. This behavior has been changed in CL#12558699. Removing f ...
When reverting the change of overriding a function from a blueprint's parent, the editor will crash if that blueprint has a child of its own. Regression?: No This also occurred in 4.16 ...
Crash occurs when disabling Import Tags from Configs in the Project Settings under GamplayTags. There are also ensures that occur with it, linked here. If these need a separate fix, I can enter a ...
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 ...
When using actor components, if you delete a node, such as event tick and then add it to an actor, even if you modify the component again, such as adding the event tick event back, the component wil ...
A UDN user found that calling AbilitySystemComponent->RemoveReplicatedLooseGameplayTag(TagToRemove); while the gameplay tag was not in the TagMap, will create an entry for it with count 0, see ...