From user: "I believe the issue is deal to the implementation of FAndroidOpenGL, there is no overriding of FOpenGL::SupportsMapBuffer(),which always return from the base FOpenGLES2 method and it is ...
When a mesh has its collision updated during runtime the navigation around the mesh does not update. Workaround: If the mesh is set to simulate physics then updates to its collision will update nav ...
This Jira is a continuation of [Link Removed]. This is the same callstack which users are submitting, however the other Jira eventually got specific repro steps which were verified fixed in 4.17.0. ...
This does not occur in 4.17.2 at CL 3658906 ...
Teleporting a destructible mesh only transports the mesh of the object, the collision remains where it was originally located. Further, if the player runs into the collision, the static mesh will re ...
If the objects are set to simulate physics via the details panel it works fine If the objects are set to simulate physics via a level BP the radial force doesn't work Attached video shows you how to ...
Callstack: <CALLSTACK START> FTaskThread::ProcessTasksUntilQuit(int) Address = 0x1091943e5 (filename not found) [in UE4Editor-Core.dylib] RenderingThreadMain(FEvent*) Address = 0x10de37e4b (filena ...
User (Omri) on Mac running OS X 10.10.1. on MacBook Pro (17-inch, Early 2009 Experiencing Crash. Cannot reproduce. Crash Reporter: N/A Callstack: MachineId:1E07B9CE2F4554A7C3F421A9DD97AFB5 EpicAc ...
If you use the same AnimSequence in multiple SequencePlayers in Base AnimBP and replace asset of one of SequencePlayers by AssetOverride in Child AnimBP, the result will be reflected in the other Se ...