Crash adding an AnimComposite to itself

OLD - Anim - Feb 24, 2017

Error message: Stack overflow - code c00000fd (first/second chance not available) Source Context: 74 void UAnimComposite::GetAnimationPose(FCompactPose& OutPose, FBlendedCurve& OutCurve, c ...

Cannot convert procedural mesh to static mesh with only 3 verticies

OLD - Anim - Feb 23, 2017

It is not possible to use the Create StaticMesh button to create a Static Mesh from a Procedural Mesh with only 3 verts. The following if check is the reason:if (RawMesh.VertexPositions.Num() > 3 && ...

Incorrect collision on Instanced Static Mesh components that have been non-uniformly scaled and rotated

OLD - Anim - Feb 22, 2017

Incorrect collision on Instanced Static Mesh components that have been non-uniformly scaled and rotated. User Description: I have been experiencing a very annoying bug and I finally decided to tr ...

Mesh Overlay always lags behind actual selection

OLD - Anim - Feb 21, 2017

Mesh Overlay always lags behind actual selection. Workaround: Use the skeleton tree to select bones. ...

PIE Warnings: Invalid Simulate Options when dragging TEST_PhysicsWakeEvents into Level

OLD - Anim - Feb 21, 2017

The log populates with the PIE Warnings when the asset is dragged into the level WarningsPIE:Warning: Warning Invalid Simulate Options: Body (TEST_PhysicsWakeEvents.CubeDestroyedOnSleep Cube) is se ...

AnimBP Palette is blank on existing AnimBPs

OLD - Anim - Feb 20, 2017

AnimBP Palette is blank on existing AnimBPs ...

Crash when adding SK_Mannequin to a Level Sequence in QAGame

OLD - Anim - Feb 20, 2017

This crash only occurs when the asset is dragged and dropped into the level. Workaround Add the asset to the level, then to the sequence. NOTE This does not occur in //UE4/Main ...

"Update Rate Optimization" causes changes to root motion behavior

OLD - Anim - Feb 17, 2017

"Update Rate Optimization" causes changes to root motion behavior ...

TimeRemaining doesn't work when animation has a negative play rate

OLD - Anim - Feb 16, 2017

TimeRemaining doesn't work when animation has a negative play rate ...

Skeletal meshes with recently generated LODs will not change LODs in viewport

OLD - Anim - Feb 15, 2017

REGRESSION No Skeletal meshes that have recently had LODs auto-generated in the editor will not change LOD levels in the level viewport. This only occurs when the user is NOT playing or simulating ...