[Link Removed] When you reimport a Static Mesh with an Added Material ID associated with it and in the Static Mesh Editor assign a material, the engine crashes. Also reproduced in Main Promotable- ...
A projectile brought over from 4.5.1 or earlier that does not have a Primitive Component as the Root, or removing the root from the projectile in 4.6, returns an error: "Movement component [Projecti ...
When "Sequencer.ThreadedEvaluation.AllocationThreshold 8" is initiated, characters in a level sequence that have “Swap Root Bone Actor” activated on their animation will begin to slide very fast acr ...
Flickering occurs when using the Post Process Ambient Occlusion (Screen Space AO). This is more noticeable when using stronger values entered into the AO fields. I checked these settings in both 4 ...
When using Trace Complex in a LineTraceByChannel node does not give accurate results when object is simulating physics and scaled. The scaled root mesh in the BP will only register its collision rat ...
Teleporting to the World Location of a Scene Component in a packaged game will crash the game. Teleporting to the Actor Location does not cause this crash. Crash log attached. Nothing is showing up ...
When using World Support or Asset Defined Support on a Destructible mesh that is spawned in, if the static world geometry is spawned in after the DM it will not be supported. However, if the static ...
In a project, if you duplicate the example level and attempt to save it, the save will finish, but the asterisk will remain on the file. Attempting to open the duplicated map will prompt another sav ...
This crash seems to be related to or a continuation of [Link Removed], where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (s ...
For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...