Skeletal animations are finalized at the end of recording, and expect the actor to still be around, but actors can despawn during recording leading to a crash. ...
Here is a work around bool FTriangleMeshSweepVisitor::VisitSweep(const TSpatialVisitorData<int32>& VisitData, FRealSingle& CurDataLength) { ... if (CullsBackFaceSweepsCode != 0) { if ...
[Link Removed] Jan Kaluza 2023-09-08 15:37:18 UTC I just ran into a very frustrating bug: I have around 60 actors in a sequence, and I reordered them to be in the order that I wanted to animate them ...
This is because expansion state is saved per class, and we are displaying multiple objects of the same class at the same type. The UniqueID we add when adding these objects via 'AddExternalObject' ...
When installed app is started on device, log will say there's missing or invalid metal shaders ...
TRange::Difference function does not handle bounds correctly, causes crash in the sequencer when "Trim And Preserve Left/Right" is used in the user's example project. User provided a potential fix: ...
Setting the Phase Count of a RetainerBox to 2 or more may cause other widgets within the same UserWidget to flicker. Upon investigation, we found that during frames where the flickering occurs, the ...
When Display Scaling is applied (e.g., 125%) and the Level Viewport is resized, the ComboButton in the SViewportToolBar does not behave as expected. Normally, the ComboButton hides when there is in ...