Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected. Refreshing the call node does not reset the inputs to their defaults. Reproduced in ...
An ensure is hit for static raytracing geometry because skeletal mesh assets that had ray tracing disabled were not handled in: FSkeletalMeshSceneProxy::GetStaticRayTracingGeometries The concurrent ...
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 ...
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 ...
When re-arranging an array that has been added to a character blueprint, the array adds an empty value to element [0] and leaves it in a broken state. I tested this using the Level blueprint as well ...
Toggling Lock, Pin, Ignore on subsequences or adding new transform key on a character inside a subsequence the Actors lose the LevelSequenceActor transform offset they have at preview and go back to ...
From UDN: thanks for your reply. I have attached a very basic scene with a MRQ settings preset. The only thing I have changed in the scene is that I've set the Camera Exposure to manual, as it do ...