Destructible doesn't return Impulse data on hit

UE - Simulation - Physics - Destruction - Aug 19, 2016

Destructible doesn't return Impulse data on hit User Description: I'm working on a project with destructible structures. I'd like to apply damage to actors that are hit by fractured destructible m ...

Custom Primitive Data changes done in the details panel on a placed BP Static Mesh resets to 0 after modifiying it

UE - Graphics Features - Dec 16, 2022

Custom Primitive Data values don't stick when editing them in the detail panel on a placed BP actor containing a Static Mesh Component.  Duplicate of [Link Removed] ...

Crash when spawning multiple HISM at runtime in a packaged shipping build

UE - World Creation - Worldbuilding Tools - HLOD - Feb 25, 2021

When adding multiple Hierarchical Instanced Static Meshes on a loop and packaging the project in Shipping configuration the application crashes due to LowLevelFatalError [Link Removed] [Line: 1431] ...

Pasting timeline components into another actor and then choosing "cancel" on fix self context function references results in a broken state

UE - Gameplay - Sep 13, 2021

upd. Regression was checked on //UE4/Release-4.26 CL 15973114, issue was reproduced. Regression - No ...

Unnecessary warning "LogChaosCloth: Warning: Invalid pattern data. Num pattern indices 0 != Num welded indices"... for all SKM cloth

UE - Simulation - Physics - Character - Apr 26, 2024

This warning is technically correct, panel-based cloth is disabled, but it's expected and there's nothing the user can actually do about it. This comes from a UDN. ...

[CrashReport] Assertion failed: !bRequireNormalization - UE4Editor_Landscape!ULandscapeComponent::ReplaceLayer()

UE - LD & Modeling - Terrain - Landscape - Jul 19, 2017

This is a common crash affecting users in 4.16, and has occurred since at least 4.14. Over 200 unique users have been affected, though they have provided little information. User DescriptionsI am a ...

Promote to variable in a parent blueprint does not pass/preserve the non-default value in derived children blueprints

UE - Gameplay - Blueprint - Jul 11, 2018

When using the feature "promote to variable" on a pin that represents a value that is not an engine default (Example: Floats = 0.0, Booleans = False, ect..), that default value (for the variable tha ...

BuildGraph XML Errors Logged Incorrectly

UE - Foundation - Horde - BuildGraph - Aug 30, 2019

Suggested fix from licensee: After investigation, it seems that the filename is passed as a string instead of a FileReference in Script.cs:84. Fixing the issue seems to be as simple as changing th ...

[CrashReport] UE4Editor_RHI!TSet<TTuple<FBoundShaderStateKey,FCachedBoundShaderStateLink * __ptr64>,TDefaultMapHashableKeyFuncs<FBoundShaderStateKey,FCachedBoundShaderStateLink * __ptr64,0>,FDefaultSetAllocator>::FindId() [set.h:629]

UE - Graphics Features - Mar 23, 2018

No user comments in crash group 620 FSetElementId FindId(KeyInitType Key) const 621 { 622 if (Elements.Num()) 623 { 624 for(FSetElementId ElementI ...