There are a few issues a licensee has found with the skeletal mesh merge operation. See the UDN for more details and the proposed fixes. Note, the issue with the cloth merge is already logged in a ...
This is because the RebuildControlMappings function only checks this flag when you have a mapping that was already added, we should apply this for any new mappings as well. I'll update the repro s ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
From this UDN: [Link Removed] Suggested fix:Override PostPasteNode to perform the GUID update andAdd validation on load to strip 'invalid' copies that do not correspond to a valid pin input ...
If a Box Collision component is set to simulate physics, calling "Set Box Extent" causes the editor to crash. Workaround: Setting Collision Enabled for the box component to "Physics Only" or "Query ...
Crash from 2D Ledge with Custom event this occurs when the character overlaps with a material that is referenced via a custom event ...
When a custom event has an input whose type is a reference to an object (Actor-Reference, Player Controller - Reference, etc) and is set to pass-by-reference, passing a reference to the "self" bluep ...
Spawning a character using an existing character as a template causes the spawned character to inherit the animation of the original and may lead to a crash. This appears to be unique to character ...
Calling Get Material Index node with an invalid slot name will produce a return value of -1. Passing this value to a Get Material node causes the editor to crash. ...
While reviewing [Link Removed] test case, I hit the following crash opening the TM-MeshPaint level. On first attempt shaders were compiling, on attemps after, editor crashes much faster. ...