When using a Direct Capsule Shadows on a skeletal mesh with a Stationary Point light, depending on the point lights placement, light source radius, and nearby surfaces will cast the shadow on the op ...
Attempting to package a project using Nativize Blueprint Assets that contains delegates that have the same output parameters (such as binding an event to the OnCanvasRenderTargetUpdate event as show ...
FBodyInstance::SetCollisionEnabled uses an incomplete conditional to determine whether or not it's in a Simulating or Non-Simulating state. This can cause cases where RecreatePhysicsState doesn't pr ...
When working with Nav Modifiers in a level that contains objects that have a custom Nav Area class, the prioritization of the modifiers is not consistent. If you notice in the attached project, so ...
When having an Exponential Height Fog actor far away from origin, after doing Set World Origin Location, Exponential Height Fog's appearance changes. ...
Blueprints with a Destructible Mesh component cannot have the mesh changed via the level details panel. It will not accept any new mesh via selection or dragged onto the slot. The Blueprint itself e ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Access violation - code c0000005 (first/second chance not available) Source C ...
Montage with multiple slots will only ever use root motion from the first slot ...
A licensee reported some of their particles disappear when setting the actor's custom time dilation 0. This seems to happen when a particle is using PSA_Velocity as Screen Alignment. This repros in ...
Many clients have hit a crash due to an Apple library using operator delete on a memory block that was not allocated with operator new. This happens with the following callstack on iOS9 in UE4.13 o ...