This is a regression since 5.5 with skeletal meshes where morph target normal/tangent deformation only works when a mesh is imported as a LOD of an existing skeletal mesh, but not when imported as L ...
A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up). The licensee has provided his analysis: Description: Level instance created in UE5.5 and re-saved ...
Crash if opening ALevelSequenceActor::BindingOverrides in the details panel and run a process that empties the BindingOverrides elements. Workaround: FMovieSceneObjectBindingID FMovieSceneObjectBi ...
When a room component is added in C++ via the actor constructor, an ensure is triggered from precaching and the groom component. Behavior also observed on UE5/Release-5.5, CL: 40988944 ...
Hi, We are trying to use Mutable plugin to avoid clipping using the RemoveMeshNode with data from DataTables. However we are having trouble with the most basic example of our idea. We have a Data ...
UAnimNotify::Notify not called during USkeletalMeshComponent interaction with UPhysicsControlComponent when PhysicsBlendWeight is zero. The licensee has provided his analysis of the code: If USkelet ...
UPDATE: 1/8/2015 Crash Reporter: [Link Removed] Callstack: <unknown module>! KERNELBASE!RaiseException() <unknown module>! UE4Editor_Core!FOutputDeviceWindowsError::Serialize() <unknown module> ...
This is a fairly common crash that occurs in the 4.17 and 4.18 releases. This callstack was originally being tracked under [Link Removed], but that had specific repro steps that were confirmed fixed ...
Building from VS causes the compilation to fail. (Have not had the opportunity to check XCode yet, investigating) Found in //UE4/Dev-Core @ 3048370 Currently occurs in //UE4/Main @ 3049508Severity ...
Generated from CrashReporter Error Messages:Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 691] Array ind ...