USceneComponent::RelativeLocation is an uncompressed FVector (3x32 bits replicated). Consider changing to FVector_NetQuantize100, or consider implementing custom serialization (with customizable qua ...
There also does not appear to be any code to handle r.ForceLOD for HISMs. ...
When adding a variable of collision profile name type to an actor(as editable), its value gets reset when the instance becomes a part of multiple selection. ...
Recorded sequences create "Visibility" tracks instead of "Hidden in Game" Tracks. "Visibility" tracks appear to be legacy tracks that you can't create anymore, but is still created by Sequence Reco ...
This is a top community crash occurring on Linux. A log file is attached. Additional information is currently unavailable. ...
This is a top community crash occurring on Linux. The two linked CrashGroups have nearly identical callstacks. A log file is attached. Additional information is currently unavailable. Callstack f ...
Suggested fix is to relocate the Super::PreExit() call to the end of UGameEngine::PreExit() so that level streaming can be safely flushed before the MID cache is cleaned up. ...
This is a common crash in the 4.16 release. The callstack for the issue is essentially the same as [Link Removed], however that issue had confirmed repro steps and was verified fixed for 4.16.0. A ...