Compiling a Blueprint that uses a Select node with two different variations of Actor will crash the Editor in 4.9. In 4.8.2 binary, one input of a Select node will be disconnected on restarting the ...
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 ...
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 ...
Hi, We are trying to use Mutable plugin to avoid clipping using the RemoveMeshNode with data from DataTables. However we are having trouble with the most basic example of our idea. We have a Data ...
Compiler error after changing the class in a Spawn Actor from Class node, undoing with Ctrl + Z, refreshing the node, and reconnecting exposed variables. "Error Internal compiler error inside Creat ...
In world partition levels, deleted actors can become unexpectedly unloaded prior to saving, causing loss of work. Specifically, this issue occurs after the undo history has been cleared (either manu ...
Overriding a BlueprintNativeEvent function with a const reference parameter in blueprints causes the project to fail to package if the blueprint is nativized. Note: This only occurs if the function ...
A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset. The issue i ...