When you have an actor with a Hierarchical Instanced Static Mesh component that has a Static Mesh set and is populated with at least 1 instance and then duplicate it or move it to another level, it ...
HZB Setup Mips in the GPU Visualizer seems to be taking considerable ms in 4.12 and 4.13 compared to 4.11.2. This seems to mostly affect editor/PIE GPU Visualization but looks like it should when ...
When using the Spawn Actor from Class node, the Spawn Transform Scale is being multiplied by the actor's original scale, instead of just setting the scale to the Spawn Transform's value. In 4.11.2, ...
Removing Aimoffset node from anim blueprint crashes editor Frequency: 2/2 crashreporter: N/A ...
When importing an FBX with several different meshes and multiple materials with "Combine Meshes" enabled the materials will get assigned to incorrect portions of the mesh. I've included a version o ...
This is an early trending crash coming out of the 4.17.2 hotfix, with no record of occurring previously. The callstack is very similar to [Link Removed] (fixed in 4.17.2) and may be related. Users ...
From the UDN post: When the new entry is added, the entire tree gets wiped out as a result of the CDO swap, and when these update methods run it leaves the tree in a default expansion state. (Effect ...
When a Planar Reflection component has been added to a Blueprint that has adjustable sliders that can be edited via the Details panel that updates the Blueprint via the construction script the memor ...
When using an input axis for a task such as moving a character, losing focus on the standalone window while holding the key does not stop the axis from firing, which means the character will continu ...
Gil's new loading path may already walk away from this issue. But here's some thing I tested locally if we want to fix this. A simple way to fix is to simply add BulkDataAsync.Deallocate(); ResetA ...