Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...
An attached actor's relative location isn't correct on the client when the actor has its position changed to that of the parent actor before attaching with the "Keep World" location rule. On the cli ...
Numerous LogMetal: Warning: AsyncCopyFromBufferToBuffer on overlapping ranges Warnings Warnings do not appear to be linked to any visual/performance problems in the editor. Could be safely ignored. ...
This problem seems to occur because Rotation is not taken into account when calculating Weight. I have confirmed that it can be solved by calculating the rotation as follows.float ULandscapeCompone ...
Crash that occurs when applying a masked material (with LandscapeLayerBlend and LandscapeVisibilityMask) to a Landscape's material slot. This is a regression: broken in 4.16.0 CL 3405315 worked in ...
If a user edits a instanced variable which is nested inside two other instanced variables in blueprint editor, a crash will occur ...
If you merg actors with LODs with the setting LODSelection Type set to "Use all LOD levels" then apply a material to the element 0 assigned to LOD1 the engine will crash. NOTE I wasn't able to rep ...
Error message: Stack overflow - code c00000fd (first/second chance not available) Source Context: 687 if (SyncGroup != NAME_None) 688 { 689 CollectMarkers(); 690 ...
Changing the default values inside of a camera modifier blueprint when referencing it in another blueprint results in a crash. Tested in 4.21, 4.22, 4.23 and 4.24 ...
Editor will crash when a skeletal mesh has been added to a level and then reopening the project later if you try and access this level. If you attempt to open the skel meshes in the content browser ...