Adding a new key inside a LevelSequence that changes the AnimationMode of a SkeletalMesh to "Use Animation Asset" can bug out the AnimationMode constantly change between "UseCustomMode" and "UseAnim ...
Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
There is a scenario where delta struct serialized fast arrays can replicate changes that introduce additional elements to the array, but without changelists containing the new data. This needs furt ...
Sometimes manual recompile is required to make a blueprint actually recompile data-only changes, but not always. If the last manual compile was with default values, then changes are not updated. If ...
Potentially related to [Link Removed], but distinct. ...
This appears to be caused by the colour format. It only occurs when the scene format has an alpha channel. FloatRGB (format 3) doesn’t exhibit these issues. Unfortunately, format 4 is the default fo ...
Currently there is no stable way to break level instances ...
This is a regression tested in //UE4/Release-4.27 CL#18319896 Crash after changing either the Anim Start or End times of an Animation Composite when using Enter to confirm their value. ...
From Licensee: Catching the exception with debugger allowed us to find a list of materials on the hlod mesh on which the error occured and we were then able to link it to one of our meshes causing ...