Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode Hi, We have a material that uses the Depth Fade node for the Opacity and Base Color. However, the engine cras ...
When doing an unattended OBJ export with python. The export will fail and give the atteched callstack. ...
If a widget has playing animation node in finished animation event, calling StopAllAnimations appends a new UMGSequncePlayer to ActiveSequencePlayers array during array iteration and cause ensure co ...
Particle data will not be exported unless it is in the final simulation stage. ...
The licensee reported the following on this issue. The problem seems to be that the comparison below is not working properly. If the Material is not created, it will be a comparison between WorldGr ...
Regression: external owned spawned actors stays in 4.25 & 4.25 plus but it is removed from 4.26P5, 4.26P6, 4.26P7 ...
The crash can be reproduced on the 4.26P7 or the Release4.26 stream. Following the repro steps will result in hitting the following assert: Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLo ...
Property tracks rely in the default display name for naming in the UI. String tracks have their own override for the default display name getter (UMovieSceneStringTrack::GetDefaultDisplayName) which ...
When a spawnable is spawned in a streamed level, exiting PIE will cause an ensure, because the world is not valid on the actor. ...
Using old behavior by applying true to NMakeUseOemCodePage property solves this issue. in VCProject.cs// Project globals (project GUID, project type, SCC bindings, etc) { VCProjectFi ...