UE allows actors to be attached to other actors. More precisely, it allows the root component of an actor (child) to be attached to any component of another actor (parent). From now on, "parent" and ...
Primitives with the "Lightmap Type" set to "Force Volumetric" are not shadowed correctly. Issue dates back to at least 4.27.2. As a workaround, making FLightCacheInterface::GetStaticInteraction al ...
FRecastNavMeshGenerator does not cancel its async running tasks when destructing. This leads to leaking build tasks if any are running when the generator is destroyed. ...
This seems to be a threading issue, as forcing the editor to run single threaded with -onethread makes the assert not reproduce. ...
The project was built in Unreal 4.27.2 binary from the Epic Games Launcher. At this stage we have only observed the crash on devices with a hardware combination of Apple A9 1.8 GHz and 2GB of Memory ...
Under certain conditions, it appears that the function UPoseableMeshComponent::CopyPoseFromSkeletalComponent may crash because the BoneSpaceTransforms obtained from the source component are empty, p ...
When Slomo 2 is used to speed up the process, TicksToProcess is greater than 1, which means that ManualTick is called several times during one loop. When playback is completed by a ManualTick in t ...
Using World Composition, moving the Navmesh and NavmeshBounds from the persistent level to a sub-level results in the size of the navmesh sub-level being roughly twice the size of the decreased size ...
refer to attached video ...
Licensee has reported a couple cases of an assert happening stemming from FRecastTileGenerator::AddReferencedObjects in a built game. They are limiting the MaxTileGeneratorTasks to 1. The crash occu ...