Here you can see two similarly named variables. One contains debug in the name and the other does not. The one that does not was generated after I attempted to rename the variable in the variable pa ...
Skeletal Mesh Ref Skeleton can be built before Skeleton has finished loading, meaning it misses Virtual Bones. Need to force Skeleton to finish loading before building ref skeleton (Like animation a ...
Setting a Vehicle to Asynchronous physics will cause a crash. Confirmed in 4.22 Main at CL 4542756 ...
When introduced with two Steam NetDrivers/NetConnections to the same user, instead of closing out the communications on a per channel basis, the entire session is removed from the connection list. T ...
A static mesh assets's Walkable Slope Override is observed by placed static meshes, but not by ISMC instances. ...
There seems to be a bug with the Possess\Unpossess events. Because if you change the last node in "PossessCharacter", which is created in PlayerController(called "PC"), to Unpossess the AI still con ...
User comments in crash group:Enabled Flat Tesselation on a Terrain Material.I saved the material. 1628 if (HasTessellationEnabled) 1629 { 1630 ***** UMaterialInstance* NonTess ...
Duplicate SetMaterialAttributes nodes will be missing attribute connections on the node itself, but in the properties tab they will show up. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Previe ...
When simulating in Editor, the Skeletal Mesh bone locations are not being passed into simulate if the simulation is being toggled the same frame when the Mesh is being set on a Skeletal Mesh compone ...
Mesh is not displayed when duplicating Hierarchical Instanced Static Mesh. It is displayed by editing the Transform of Instances. This problem does not occur in 4.19. It seems to happen in 4.20 and ...