When removing curves on some assets, a crash can occur. This seems to be due to const FSmartNameMapping* CurveMapping being null and dereferenced within UAnimationBlueprintLibrary::RetrieveContainer ...
Post-Process Anim Instances do not have BeginPlay called. The proposed fix is to addif (PostProcessAnimInstance) { PostProcessAnimInstance->NativeBeginPlay(); PostProcessAnimInstance->Blu ...
An animation can display an incorrect frame upon having its visibility re-enabled, resulting in a noticeable flicker. This can be prevented by setting the mesh's 'Visibility Based Anim Tick Option' ...
Assertion failed: Pair != nullptr [Link Removed] [Line: 566] UE4Editor_Core!AssertFailedImplV() [e:\unrealeditorplaydead\engine\source\runtime\core\private\misc\assertionmacros.cpp:105] UE4Editor_C ...
The engine is not resilient to calling Browse from within an RPC implementation, and likely not resilient to other ways of destroying the net driver within RPCs/OnReps. It's not something we need to ...
When AnimBP and Blueprint Interface was added to the AnimBP has same name function, compiling AnimBP occur crash. ...
There are no changes to the parameters in the .ini file, just the file has been updated. Source control becomes dirty by re-saving the file. ...
A user reported FMath::SegmentTriangleIntersection returning false negatives, seemingly due the results of FMath::ComputeBaryCentric2D being checked with strict inequality as opposed to non-strict i ...