Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor. Not using the Specifier or deleting the unused Marco will allow the BP to compile fine. **Only rep ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
This is a top community crash occurring on Linux. The two linked CrashGroups have nearly identical callstacks. A log file is attached. Additional information is currently unavailable. Callstack f ...
This is a common and longstanding crash that has occurred since at least 4.15 and affected nearly 500 users. The CrashGroup was previously linked to [Link Removed], but that had specific repro step ...
Launching the editor with DX12 from a command window is crashing the engine. Note Crash occurs on Nvidia version 376.19 and does not occur on 376.33 This is a Regression ...
When a user changes any properties (for calling PostEditChangeProperty ) in parent static mesh or restarting the editor, the modified mesh is applied correctly. how to reproduce: [Link Removed] ...
This is related to the optimization applied in CL#13181876. Binding simulation mesh to display mesh can't find the nearest triangle when a triangle is located near the AABB boundary. ...
The editor does not seem to be handling frame ranges properly for 60fps animations. Say you have a 200 frame animation that spans frame 0-200. Upon import it will be 201 frames. If you set the ra ...
SkeletalMeshReproduction node stopped showing meshes other than SK_Mannequin. ...
In the rolling ball template, the new floor meshes cause the player character to jump when the player has not pressed any jump commands. It occurs more often if the players movement has been increas ...