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Result: Crash when splash screen is shown
Workaround: Do not use "Enable Auto Loading SpashScreen" node
Edit: Crash can also occur without using "Enable Auto Loading SpashScreen" node if you show the splash screen in one level and hide it after transitioning to another level.
Assertion failed: !SteamVRHMD->VRCompositor [File:D:\Build\++UE4\Sync\Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVR\Private\SteamVRSplash.cpp] [Line: 52] UE4Editor_SteamVR!FSteamSplashTicker::Tick() [steamvrsplash.cpp:52] UE4Editor_RenderCore!TickHighFrequencyTickables() [renderingthread.cpp:214] UE4Editor_RenderCore!TickRenderingTickables() [renderingthread.cpp:232] UE4Editor_RenderCore!TGraphTask<`FRenderingThreadTickHeartbeat::Run'::`7'::EURCMacro_HeartbeatTickTickables>::ExecuteTask() [taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:665] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:574] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:333] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:467] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-62486 in the post.