UDN - https://udn.unrealengine.com/s/question/0D52L00005H9X5XSAV/sweepcomponent-never-returns-a-valid-hit-against-skeletal-meshes-when-using-physx?fromCase=1 ...
"Replace with child" does not work well with the NamedSlot widget after reloading the widget blueprint in Contents Browser. ...
When adding the Add Component By Class node, choosing a class that has a Relative Transform pin, changing the transform, and deleting the node the editor crashes. I tested this with the Skeletal Mes ...
UParticleSystemComponent::SetComponentTickEnabled can fail to disable ticking due to IsTickedManaged not checking if the particles system is pending registration. The crash was in part because of c ...
Adding a Material Layer to a Material Instance that has a Material Function Call node connected to the Set Material Attributes node causes the editor to crash. I tested a Material Layer without the ...
When adding an asset directly to a blueprint, it is not in the streaming components, so the assertion fails when setting the geometry cache. ...
A check() is being hit intermittently when using adaptive virtual texture. check(Entry.Magic == Handle.Magic) inside FVirtualTextureProducerCollection::GetProducer ...
When an LOD get materials reduced to one with Bake Materials, it doesn't delete the extra slots on the LOD. So if starting with 10 slots on the skelmesh, then baking, slot 1 gets the newly baked mat ...