UDebugSkelMeshComponent and PreviewInstance are lost current animation asset. There are 2 ways to fix below void UDebugSkelMeshComponent::InitAnim(bool bForceReinit) { // If we already have Pre ...
ISequencer :: OnStopEvent is executed when pause, but not when playing to the last frame and stopping automatically. This is because OnStopDelegate.Broadcast(); is only in FSequencer::Pause(). When ...
When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...
As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...
Users are reporting black and splotchy like graphical issues in their projects when working on a Mac and using an AMD graphics card. The user in the link provided mentions, "that UE 4.8.3 is withou ...
This is a common crash in 4.18 and 4.18.1. The callstack shares similarities to [Link Removed], although that has been confirmed fixed in 4.18. Included in the same crashGroup are also a few Ensur ...
[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...
Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...
This sounds legit. Anyone mess with the if node recently? There seems to be a regression where existing content is broken. This should be fixed ASAP and patched into 4.6. https://forums.unrealen ...
When you attempt to open a widget blueprint when you have hidden the animation and timeline panels, the editor will crash. There is a workaround: Window->Reset Layout will allow you to open the blu ...