Major performance hit upgrading to 4.18 (game tick time - collision sweeps)

Anim - Jan 16, 2018

As of 4.18 and onward, collision sweeps related to Character Movement seem to be causing higher tick times than usual. Example project: [Link Removed] Regression?: Yes This did not occur in 4.17 ...

Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance

Anim - Jan 15, 2018

-Crash occurs when debug is set, and anim Blueprint is compiled while actor blueprint is selected -When reopening project, imported assets are no longer there -Reopening project after crash, the opt ...

[CrashReport] UE4Editor_Engine!UAnimSequence::ExtractBoneTransform() [animsequence.cpp:887]

Anim - Jan 11, 2018

No comments from user A couple additional crash groups: [Link Removed] [Link Removed] ...

FRootMotionMovementParams::Accumulate can trigger an exception in debug-editor when using a cached pose

Anim - Jan 11, 2018

When you are using the editor compiled as debug-editor, combining the use of a pose cache, RootMotion Everything setting, could trigger an exception. ...

Applying Clothing Data Causes Mesh Vertex Color to Turn Black (or crash)

Anim - Jan 3, 2018

-When a clothing asset is applied to the mesh, the vertex color(s) change to solid black -Can be removed by right click Remove Clothing Data -Crashes in Main-4.20 -Can't be tested in 4.17.2 due t ...

Morph Target Preview Slider Defaults to One When Entered Value is Larger Than One

Anim - Jan 2, 2018

When morph target weight value is set to a number other than 1 the slider sets it back to being a value under 1. It does not go down from the number that it was set to but instead defaults to being ...

Cable Component wildly swings around when the World Origin is shifted

Anim - Dec 18, 2017

Cable Component wildly swings around when the World Origin is shifted. Standard physics object are not effected. ...

Sharing TransitionRule of multiple AnimStateTransitionNode, when AnimBP is opened it becomes dirty

Anim - Dec 15, 2017

Sharing transition rule it will be Dirty when AnimBP opens. When AnimBP is open, "if(BoundGraph->GetOuter () != Node)" is true in FBlueprintEditorUtils::UpdateOutOfDateCompositeWithOuter, BoundGrap ...

If the entry of State Machine of AnimBP directly connect a state which has another state machine, a crash will occur when changing parameters of AnimBP

Anim - Dec 14, 2017

If you directly connect a state which has another state machine to the entry of State Machine of Animation BP, a crash will occur when changing parameters. If you connect an empty State to an Entry ...

Enable Per Poly Collision setting in skeletal mesh doesn't apply when adding mesh to level

Anim - Nov 30, 2017

On a skeletal mesh, there is a setting under the Asset Details for "Enable Per Poly Collision". This check box can be checked, but the setting is not kept when the skeletal mesh is added to the leve ...