As per the title, a cosmetic anim node should not be crashing an entire game. At worst these should be ensures. Its experimental, but its important they're removed before the experimental flag is re ...
There is an issue when setting a Static Mesh inside a blueprint that it is referenced by another blueprint with more than one child actor. An ensure is triggered inside the engine, and there is a ...
When a large scale value (e.g. 500) is set on the NiagaraActor, the mesh particle is unexpectedly hidden. This may be a side effect of the following change ([Link Removed]). PrimitiveData.NonUnifo ...
In the process of upgrading from 5.4 to 5.5. One of our systems relies on the internal track names in the sequence to dynamically find an actor to bind the track to. As I was testing the system in ...
There appears to be a bug relating to rendering multiple windows that can trigger under unknown circumstances. It has been reported on rectangle lights in the forums and on PostMotionBlur materials ...
StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...
A Static Mesh asset will trigger an ensure when generating building the ray tracing acceleration structure on AMD GPUs. ...
Building SDF and Mesh Cards require material properties (2 sided and blend mode) applied on Static Mesh to be known at Static Mesh build time. If not, it may leads to rendering artifacts: Reflectio ...
Suggested fix from licensee is : PhysAnim.cpp@339 #if 0 FVector RelPos = RecipScale3D * RelTM.GetLocation(); #else FVector RelPos = (BoneIndex == 0) ? RecipScale3D * RelTM.GetLocation() : Rec ...