This crash occurs when you create a landscape, then create and save a material. Note The crash does not occur unless a landscape was created first I came across a couple of crashes revolving around ...
When a particle system component is created in code, the particle system component will appear at world origin rather than parent actor origin if AttachToComponent / SetupAttachment / etc. is not ex ...
A child actor rotates incorrectly if the parent has negative scaling on one axis and more than 1.0 scaling on another. The child/parent relationship was created through the World Outliner. Licensee ...
With multiple Preview assets on one bone, only one appears in Skeleton Tree. Regression: YES Working: 4.13.2 CL:3172292 Broken: 4.14.1 CL:3224400 ...
Setting the Blueprint Nativization Method to Exclusive while there are no blueprints present in the project, or selected causes this assertion. I came across this bug attempting to verify another ...
REGRESSION No. When a skeleton has multiple skel meshes assigned to it, if the user creates a animation asset (animation blueprint, composite, montage) by right-clicking the skeletal mesh and selec ...
Having Child Actor Components that are set in code can cause data loss upon compiling the blueprint. In this particular scenario, there are two custom Actor classes involved, MainActor and SubActo ...
Deploying and launching a packaged project, using a Custom Launch Profile that is set to copy the project to a repository, fails due to a missing /. I do not see this issue when running a Quick Lau ...
When driving across a vertically moving platform, the user can noticed that the vehicle will stutter and slow down once it starts moving, and as they drive across, the wheels will jitter as well. ...
Error message in log is:CompilerResultsLog:Error: Error MyBTTask_RunBehavior.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl IGameplayTaskOwnerInterface::OnGameplay ...