User has encountered an issue with duplicate collision primitives when importing custom collision meshes from Maya ...
The global actor info map is not completely cleared in UReplicationGraph::InitializeForWorld, which can leave stale actor references from the previous level (WorldSettings, and possibly others) afte ...
This problem seems to stop at Check in HLSLMaterialTranslator.h. If the same value is entered in MCT_Float and MCT_Float4, it branches to True with IsIdentical, but it seems that a problem has occur ...
One of our licensees pointed out this problem. I've tried all the common redirector problems (write / read permission, multiple instances of the editor, renaming the assets, running the commandle ...
The Spawned AnimBP variable is not changed during the second play. When changing Spawned AnimBP variables from Sequencer Track, the first change works correct. Second time, It can not be changed co ...
When using the Construction Script to remove instances with the Get Instances Overlapping Sphere function to get the references, the behavior of this functionality is different for ISM and HISM if a ...
This seems to happen with other NiagaraScript. According to Licensee, when this operation is done, it seems that the ID of the parameter is incorrect. ...
When using the Property Matrix to edit a Data Asset, there is an extra column shown named "Native Class" that cannot be edited. This is most likely due to the code only checking to see if a property ...
Blueprint inputs are added to nodes as metadata, with the key set to the pin name and the value set to the default for that pin. Since blueprint functions allow you to name your own input pins, this ...