This crash only occurs when the asset is dragged and dropped into the level. Workaround Add the asset to the level, then to the sequence. NOTE This does not occur in //UE4/Main ...
UDN licensee Prophecy Games has encountered an issue in which the RaytracingGeometry::Tick() function is called twice during a single frame. This causes an assert to trigger, which blocks them from ...
Crash occurs when playing in editor with a character that has a Simple Wheeled Vehicle Movement Component, with a Wheel Class assigned to it. This crash seems to only occur if Don't Create Shape is ...
If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...
Consider a Niagara System with an Emitter in "Global Space" that has "Interpolated Spawning" active and a "Spawn Burst Instantaneous" module with a "Spawn Time" of 0.0 (for example, the built-in Con ...
In general, UPROPERTY(VisibleAnywhere) makes a property ineditable. But, if the type of a property is FMovieSceneObjectBindingID, VIsibleAnyhere no longer prohibits it from editing. [Image Removed] ...
A user reported an issue where, if a client hitches during world transition, the client will continue referring to the transition world instead of the newly created one. This will result in the clie ...
If you manually type in the value for Capsule Half Height, it will sometimes revert back to it's previous value upon hitting Enter. The CapsuleComponent's shape in the Blueprint's Viewport adjust to ...
If a user creates a specific Blueprint hierarchy with a Blueprint struct, it can cause a issue when the Blueprint struct is being cooked. User description of Blueprint(s) and Blueprint Struct relat ...