When removing already assigned cloth asset from a skeletal mesh it will crash the editor. I was able to reproduce this with the Owen asset from Content Examples, but was unable to get it to work fro ...
When the code for a custom trigger volume is changed and a hot reload is preformed, the green bounds of the volume disappear and the volume can no longer be interacted with. The bounds do not reapp ...
Editor will crash when a skeletal mesh has been added to a level and then reopening the project later if you try and access this level. If you attempt to open the skel meshes in the content browser ...
When a BlueprintImplementableEvent that takes a custom enum as a parameter is overridden in a Blueprint, it will throw a compile error. The compile error states that the event cannot be overridden b ...
When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...
Calling SetOneWayInteraction on a BodyInstance has no effect within the physics engine. The state of the flag is passed in to Chaos but nothing actually uses the value once it is there. It is expe ...
This is a common crash in the 4.16 release. Affected users have not provided additional information. Source Context 1795 // Some tasks can only be done once we finish all scenes/viewports ...
The expected behavior occurs in 4.19; unexpected behavior occurs in 4.20 and 4.21. Marking this as a regression. Per User: Reading the LightAttenuationTexture in a material receives interference ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
This only affect Launching on code projects. Packaging code projects works fine.LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Unabl ...