Cash when entering Path Tracing view mode if r.Decal.NormalReprojectionEnabled true The licensee has reported: This crash happens because the DeferredShadingRenderer tries to extract the normal GBu ...
Crash Importing Skeletal Mesh LODs with a lot of morph targets Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an ar ...
Having an actor blueprint (A) that contains an array variable of references to another actor (B) that is connected to a Length node and a Vector array that is connected to a ForEachLoop causes bluep ...
EQS Generators are becoming blank after deleting and undoing the node and restarting the editor. Any tests placed on the generator are still visible, but the information on the generator node is bla ...
Users are reporting black and splotchy like graphical issues in their projects when working on a Mac and using an AMD graphics card. The user in the link provided mentions, "that UE 4.8.3 is withou ...
This sounds legit. Anyone mess with the if node recently? There seems to be a regression where existing content is broken. This should be fixed ASAP and patched into 4.6. https://forums.unrealen ...
Currently, the Property Matrix does not seem to support Details Customizations. As a result, when a Static Mesh asset is edited using the Property Matrix, the "Collision Presets" combo box does not ...
The problem is that UCharacterMovementComponent::MoveAutonomous can tick the anim instance and dispatch notifies outside of the regular skeletal mesh component tick. But when MoveAutonomous calls T ...
ChaosCacheManager is not properly recording the state of each particle when toggling Fields and Anchor Fields in the scene. During my investigations I've noticed that ChaosCacheManager does not reco ...
The character movement component in void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...