When a mesh is slave to a master mesh, its morph targets will flicker when Played in Editor. This does not occure with the same assets in 4.8. This has been reported by at least two different use ...
Add Code to Project fails to add a class to the project. The project can't be reopened until the classes are manually removed and the project is recompiled. The following errors occur when using Add ...
When scrubbing the Matinee handle with a Sound Track added, no matter the location of the handle, the sound wave associated will play from the beginning of the audio file. Tested in 4.8.3 - 2634408 ...
This is a continuation of [Link Removed]. The previous ticket changed an Assertion to an Ensure in order to stop a crash from occurring, and stated that a more complete fix would be coming in 4.10. ...
No user comments in crash group. Similar callstack in [Link Removed] but that is a crash and this is an ensure. 701 if (ReflectionSceneProxy && ReflectionSceneProxy->RenderTarget) 702 ...
Fracture Mode > "Remove-On-Break" setting: Cluster Crumbling causes flickering. Once the Remove-On-Break Cluster Crumbling effect is activated, there is a small delay between the disappearance of th ...
Problem description: When the Third Person Character gets attached to any other Actor (AttachToActor, Rule: Keep World), from the view of other clients the character (capsule, skeletal mesh) is out ...
When using move component to to move a component, and then calling Destroy Actor when the actor overlaps another actor, a crash occurs. In this case, the user was attempting to move their static m ...
An InstancedStaticMesh component set to Stationary doesn't register overlaps. However, overlaps are registered on Static and Movable. There is also an issue where actors that start overlapped with ...
In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...