Niagara components don't null check their tick functions, and can cause a crash as a result. Compare to UParticleSystemComponent::TickComponent which does. It's fairly common in the engine to pass n ...
Not a regression as this also occurs in //UE4/Release-4.25.4 Behavior should work like other BP nodes, where copy/pasting puts the node where the mouse cursor is located. Current behavior is time ...
When adding certain Material Instances to a Skeletal Mesh, the Material Instance break and renders as the World Grid Material. This persists in the project and the Material Instance cannot be used u ...
Engine crashes when i try to remove unused bones. I have lot of things going on in those characters, they all share same skeleton. There are anim blueprints with control rig and pose drivers, there ...
Skeletal animations are finalized at the end of recording, and expect the actor to still be around, but actors can despawn during recording leading to a crash. ...
The high-res tiling method checks for the exposure method specified on the camera, and forces it to Manual exposure if it's not already there. It shouldn't force this if the project settings have al ...
RTWriteMask shaders were using incorrect array bindings, causing visual artifacts. ...
Anim sequence re import factory is not overriding correctly the settings when we pass the override UFbxImportUI asset. It still use the original import data ...
Since a player controller only exists on the server and on the owning client, calling a multicast from one isn't really a supported operation. However, this case is still handled cleanly when RepGra ...
This issue is not present in 4.25.4 You can also avoid the problem if the LoopBehavior of the EmitterState is Multiple and LoopDelay is enabled. [Image Removed] It seems to be a binding of certai ...