Runing PlayInEditor with NetMode PlayAsClient, a LevelSequence that AutoPlays in the level, contains a Spawnable BP_ThirdPersonCharacter with an animation, and is also opened in Sequencer, leads to ...
When an Animation Sequence is overridden by a LevelSequence, and later reverts to its original animation state, the AnimInstance fails to properly reinitialize. This prevents subsequent animation lo ...
When (unintentionally) trying to set one texture as the composite texture of another, which itself is the composite texture of the first, a stack overflow occurs leading to a crash: in UTexture::Pos ...
Context Auto-weld makes it so if a child is attached to a parent, the two bodies will be joined into a single rigid body. Physic settings like collision profile and body settings are determined by t ...
Spot Lights may present with very blocky shadow artefacts when a long attentuation radius is provided with a small cone angle. In extreme cases, this causes the VSMs to invalidate every frame. Notab ...
Classes that inherit from FTickableObjectBase are added to the tickable queue by the QueueTickableObjectForAdd function during their construction (see FTickableGameObject::FTickableGameObject). At t ...
Context: The Interchange Framework is Unreal Engine's import and export framework. When importing a mesh without collision, collision can be auto-generated. Problem: The problem is when importing s ...
If you request a SmartObject slot entrance location and require it to be navigable, it will return a result that does not include the node ref of the nav poly for the entrance to the slot. Instead i ...
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 ...
This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...