The root of this issue is that FLocalVertexFactory is doing manual vertex fetch in the shader. In HLSL, this relies on SV_VertexId. In GLSL, it's gl_VertexId. HLSL does not include the base vertex i ...
When this asset is imported into 4.22.1(4.22E0) it has incorrect object position and rotation. In 4.21.2 (4.21E3) the asset has the correct object position and rotation. ...
Surface snapping causes erratic changes in scale to StaticMeshActors that have children of the same type. The user also has provided a potential solution to this bug (Please see the code below. N ...
See CL 6473818. Remote compiling on a Mac is triggering a NullReferenceException for me, making me unable to build. I was able to delete the crashing lines locally to work around it for now.line 91 ...
Selecting an Actor with a Camera and a C++ inherited Blueprint Component that has sub-components,then compiling the BP component leads to a crash. Upon Debugging the Crash Call Stack: FindViewComp ...
In Action RPG Sample, NPC Blueprints "NPC_Goblin_Level_01,02.03" cannot be Duplicated. Crash results lead to ARPGCharacterBase.Cpp Get Health function. float ARPGCharacterBase::GetHealth() const ...
It seems that the display of ToolTip is displayed in the order of declared UPROPERTY () of the code.[Image Removed] ...
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By calling FLODUtilities::SimplifySkeletalMeshLOD on a mesh with cloth sections that is set to remap morph targets, a crash occurs. This seems to be due to the indexing of sections with/without incl ...
Geometry cahces check if they are in the game thread, which causes a crash when their packages are async loaded in a cooked build. ...