In ConstraintDrives.cpp, SetAngularPositionDrive and SetAngularVelocityDrive do not use "InEnableTwistDrive" and instead assign "TwistDrive" to "InEnableSwingDrive". void FAngularDriveConstraint::S ...
The editor will crash when assigning a new collision channel to an already fractured destructible mesh. Tested in: 4.13 CL-3106830 4.14 Dev-Main CL-3109838 ...
SetGamePaused documentation states that it returns "whether the game was successfully paused/unpaused." This seems to imply that a return value of true means either the game was paused and was unpa ...
Importing this test asset will cause the editor to crash when using any of the Alembic Import options. I did notice that the source test asset does have 6750 frames but when going through the impo ...
Crash occurs when casting back to the pawn owner from the Anim Graph. In this case, it is being used for "Copy Pose from Mesh" Workaround: Cast to Owner from Event Graph, defining variable as the ...
The default camera location for the Persona viewport will be far away for some meshes. I could reproduce this issue with the SK_Chain_* assets in QAGame, though this doesn't reproduce for other ske ...
Audio spatialization no longer occurs when Non-Spatialized Radius is set above 0 in a sound actor (instance or in a sound cue). I could not reproduce this issue in UE4/Main. ...
Crash occurs when the user deletes a skeleton while it is being used in the current level. If the skeleton is not in the loaded level, the crash will not occur. ...
When a non-root component for an actor is moved in the blueprint viewport, that component's PostEditComponentMove function is called. Adding the actor to the main editor viewport and then moving th ...
Editor crashes when removing a widget from the viewport via Event Destruct. This appears to happen when using the Stop button during PIE ...