This is because FFbxExporter::ExportStaticMeshToFbx() does not correctly determine the OverrideMaterials. Therefore, the following code will not pass.else { Material = StaticMesh->GetMaterial(P ...
The archetype instance for the ProceduralMeshComponent's physics data object is not flagged as such, so the event-driven loader does not designate it as a preload dependency, which may be putting us ...
This issue is different for the first and second behaviors, which seems confusing when working. ...
In a headless editor instance we will not be able to send toasts to the user, and we should not notify slate. The Sequencer Tools function library calls MovieSceneToolHelpers::ImportFBXCameraToExist ...
The Hide Unconnected Pins option in the Get Class Defaults node no longer hides any of the pins. Tested in //UE4/Release-4.25 @ CL 14469661 and this did not occur so marking as a Regression. ...
The Hide Unconnected Pins button is not working correctly for the GetClassDefaults node. It will hide property pins for the parent class, but not the pins for the referenced class. ...
The way in which component (and actor) events are named can result in bindings in a parent for a different event overriding the binding in a parent. ...
There's a bug in the anim bp compiler which results in split pins on animation nodes not being merged properly back onto their parent pin during compilation. The result of this is that any input to ...
When reimporting a Skeletal Mesh that has LODs generated via the reduction tool, the editor will crash if the Skeletal Mesh Simplifier plugin is disabled. This issue was originally reported on th ...
Skeletal animations are finalized at the end of recording, and expect the actor to still be around, but actors can despawn during recording leading to a crash. ...