Looks like the position of the bone according to the animation is still being accounted for somehow, because the collision seems fine (when using pxvis collision). ...
Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
Waking both of a constraint's rigidbodies re-enables collisions that were disabled by the physics constraint You can also get this issue to occur by either shooting the two cubes around a bit, or by ...
When using a child blueprint that calls a parent blueprints tick and its functions, The event is not being called if you package the project for shipping Win (32-Bit) Pictures of the Parent BP are ...
Occurs 5/5 times *Regression *does not occur: No Retargeting Pose From Mesh node in //UE4/Release-4.27.2. Retarget Pose From Mesh node does not retarget when used with Source Mesh Component and Sk ...
This is an infrequent but longstanding crash that has occurred since at least UE 4.12. User DescriptionsTrying to paint a landscape texture on a seemingly bugged out sector, which was stuck with th ...
This is a semi-common crash in the 4.18 release. There is one recorded case of this callstack also occurring back in the 4.11 release, but it seems to be an exception. All other cases have only occu ...
Observed by a licensee: [Link Removed] When a material instance points to a material, and the material is edited to change a texture and the material and material instance are saved, the material i ...
Casting to a character class inside of AnimBlueprint after a hot reload caused editor to crash Crash Reporter: [Link Removed] Additionally, Casts fail, breaking AnimBlueprint after a hot reload ...
Parent component visibility in a child blueprint isn't reflected in a launched/packaged project. ...