Skeletal mesh sections with cloth should have their visible mesh match their simulated mesh and this should be effected by painted values. Any vertices left unpainted(at 0) after the initial paint, ...
The child of an animation blueprint is not properly recompiled when the it's parent is compiled. Found in 4.24.1 CL#10757647 ...
Generated from CrashReporter Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array in ...
This is a regression from 4.23.1 (CL-9631420) where Sequencer just displayed the re-attached binding in yellow text instead of crashing. The user suggests that the deleted actor should be removed fr ...
The bIsActive flag on ParticleComponent is stored in a sequencer asset. If it's true, PartilceSystemComponent::ActivateSystem is skipped at FParticleTrackExecutionToken::Execute. In workaround, Set ...
When "Extend default luminance range in auto exposure settings" is enabled, the Color View Mode in the vertex painting editor mode ceases to work and without any warning to the user. ...
When altering "Coordinate Light Map Index" in a static mesh when "Generate Lightmap UVs" is enabled in LOD 0 the engine will crash or "Coordinate Light Map Index" will be set to 0. A demonstration ...
'Exposure Compensation Curve' is not being applied in Standalone or Packaged projects. Confirmed in 4.25 MAIN at CL 10871578 ...
Translucent materials are not compatible with 3D Text. ...