Licensees have reported failed multi-thread access code for NavElementAccessDetector in complex levels that have not finished compilation of their static meshes. The eventual failed check is inside ...
Hello, We are building a world with world partition & a lot of nanite foliage. We want to modify out Foliage Instance grid size via the commandlet. [Link Removed] Even in a new empty level the c ...
In Unreal Engine 5.6 and Main, a glitch occurs when switching between LODs in a character setup that uses a Control Rig to dynamically load the skeleton hierarchy through the Import Skeleton node in ...
This bug seems to repro very inconsistently for me, but I've seen it affect Atmospheric Fog and Exponential Height Fog, and reproduced in 4.18.3, 4.19.2, and Main CL 4093338. I've attached Config fi ...
When switching between any open software (Maya, web browser) and UE4 while Simulation is running, sometimes the values change on the asset and it starts to oscilate between <-0.6,0.6> or any other s ...
When importing the attached CATIAv5-file Screw.CATpart via Datasmith, The following error is recieved: LogDatasmithImport: Warning: Failed to import '../../../../../../Screw.CATPart'. Failed to cre ...
If multiple Xbox gamepads are connected (even if mixing Xbox 360 and Xbox One), all is fine. Each gamepad maps to its own player controller. However, if a Steam controller and an Xbox gamepad are co ...
No user comments in crash group 18 FSlateShaderResourceManager* FSlateDataPayload::ResourceManager; 19 20 static bool IsResourceObjectValid(UObject*& InObject) 21 ...
Outputing Image Sequences like {shot}/{shot} _ {frame} .png for example, the xml file doesn't reflect the right path because it's referring to .avi files. We can't find and replace avi files in ...
In the editor, vertex information can be painted on static meshes that are part of a blueprint. When testing by playing in “Selected Viewport” the painted vertex information is correctly saved and d ...