For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...
Generated from CrashReporter User information:Tried to choose f_med_brw_body_skmesh for the retargeting pose as mentioned at: https://docs.unrealengine.com/en-US/Resources/Showcases/MetaHumans/Reta ...
Crash when not saving level after using MovieRenderQueue for that level Repro rate 3/3 Regression Yes, issue is not reproduced on //UE5/Release-5.0-EarlyAccess at CL 16682836 from LauncherFatal er ...
This is a regression in behavior between 4.14.1 and 4.14.2! The editor will crash when importing FBX meshes that have multiple material ID assignments. If it's a single material ID it will import w ...
This is a common crash occurring in the 4.16 release. It is spread out across many different CrashGroups with slight variations in Callstack. Additional information is not available at this time. ...
The Get Physics Linear Velocity node seems to only output a vector of 0.0, 0.0, 0.0 no matter what the velocity of the object it's measuring is. Tested in //UE4/Release-4.27 @ CL 17735300 and th ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...
If an Actor blueprint contains a particle system component (PSC), the Level bounds behave differently based on if the particle template is / is not Null. If the template is Null, Level Bounds stret ...
The wrong emissive value may be used on Nanite objects with custom primitive data when Lumen card sharing is enabled. This issue can be mitigated with: r.LumenScene.SurfaceCache.AllowCardSharing 0 ...
Even if we support double precision numbers at core, it's impossible to enter a small number in the numeric fields. It makes sense for floats and avoids bloating the UI, but I remember a discussio ...