When the user name on Windows is set to cyrillic importing APEX cloth assets will fail. I'm not sure what other systems this may also affect, but adding a cloth apb asset to a skeletal mesh will cau ...
Crash using Import Commandlet on FBX that gets "Bones are too small" error when imported manually Error from manual import: Warning The bone size is too small to create Physics Asset 'ButterflyVa ...
This is a common crash affecting users in 4.16. Users have not provided additional information. Source Context// Set the parent index, ifthis export represents a UStruct-derived object 4589 ...
The Pick New sprite option becomes unavailable if you change the view options to either tile or column when working with the keyframes of a 2D animation. This issue affects the project indefinitely ...
Updating a procedural mesh results in an incomplete collision update. Collision bounds appear to get updated properly, but collision data is not updated, despite a navigation rebuild being triggered ...
4.26[AssetLog] D:\Binary\UE_4.26\Engine\Content\Tutorial\InWorldBlueprintEditing\TutorialAssets\IWBE_Blutility.uasset: Default__IWBE_Blutility_C is not valid. See the MapCheck log messages for detai ...
When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...
In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...
When an instance in a Hierarchical Instance Static Mesh component is rotated using "Update Instance Transform" it doesn't retain it's material's base color value when the material uses PerInstanceRa ...
Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...