The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are ...
After generating a new Slot node in the AnimGraph of the AnimBlueprint, creating a new Slot Group and subsequent Slot for that group results in the new slot being assigned to the Default group after ...
Volumetric materials on a Niagara mesh renderer will not appear in the scene and cause a handled ensure. ...
Ambient Light on Volumetric Clouds from Sky Atmosphere always is calculated as if the clouds are at the north pole of the planet. Using a sphere-shaped Sky Atmosphere and Volumetric Clouds causes t ...
There are issues with the way Physics is being handled with physical materials. Having a physical material setup with a restitution of 1 and a high max depenetration value will result in no bounce. ...
If a user removes elements from an array in an instance of that blueprint in the level and then duplicates the actor (in the level ) containing the array, then the resulting actor will have the orig ...
Crashes in UGameplayStatics::GetPlayerController, probably because World is NULL. When you package this vehicle game setup or play in standalone, the game will crash. 4.6.1 release crash (Standalo ...
Using the new "Get Relevant Anim Time Remaining" Node, transitions don't read the relevant anim until the second time passing through the state. *See attached image. In contrast, using the old "Tim ...
The collision of objects moving at high speeds seems to move in front of the object. The faster the object is moving, the further the collision will be from the mesh. AnswerHub report: https://an ...