Switching the skeletal mesh of an actor during PIE crashes the editor. Frequency: 5/5 Crashreporter: N/A ...
Filepath for asset referenced in Gamemode blueprint produces error: /Game/ACustom/Code/cBP_Gamemode: Failed import for ObjectProperty /Game/ACustom/HUD/Game_UI.Game_UI_C:STMSG Fix up redirectors ...
Grabbing a Destructible Mesh Child blueprint with a Phsyics Handle crashes the editor during PIE. NOTE: This issue occurs whether or not simulate physics is active on the destructible mesh compone ...
Crash occurs when attempting to add an actor component c++ class to a game mode blueprint if the actor component is tagged with the Within="GameMode". Found in 4.11.2 binary, reproduced in 4.10.4 ...
Spawning an Instance Static Mesh at runtime does not have collision. This issue appears only in 4.8 Preview 1 and the 4.8 Release branch (tested on CL-2540862), but is fixed in Main Branch as of Ma ...
Enabling Light Shaft Occlusion causes exponential height fog to render incorrectly at certain viewing angles in stereoscopic. This does not reproduce once light shaft occlusion is turned off on the ...
In 4.13 launching a linux game with -binnedmalloc will use the binned allocator. In 4.14 the command line was accidentally changed to -binnedmalloc1 while making other changes. It is still -binnedm ...
When attempting to apply torque to a ragdolled skeletal mesh, nothing happens, regardless of the value used. Applying an impulse works as expected, but adding torque seems to have no effect. Found ...
Setting the Emitter Time module with an emitter that is not set to loop will result in an incorrect render of the particles past the emitter duration. Emitter Duration set to 3 seconds:[Image Remov ...
Crash Reporter: [Link Removed] In a Blend Space 1D, setting the minimum value to any variable other than zero then applying and saving results in the editor crashing. Since being labeled "fixed," ...